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by Nigel D. Findley

TABLE OF CONTENTS

Introduction ............................ 2 Void Elves ........................... .32


Letters of Marque ...................... 3 Monarch Armada ..................... .35
Chapter 1: Pirates & Corsairs ............... 6 Time Capsule ........................ .42
Flying Colors .......................... 6 The Outpost ......................... .43
Small Package Trade .................... 10 Jihad! ............................... 50
Pirate Wyrm .......................... 13 Chapter 4: Monsters of the Void . . . . . . . . . . . .54
Bloody Vikings ........................ 14 Billy Bones .......................... .54
Fire & I c e ............................. 16 Parasite! ............................ .54
Chapter 2: Relics & Hulks . . . . . . . . . . . . . . . . . 19 Chapter 5: Rewards and Revenge . . . . . . . . . . . . 5 8
Violent Death ......................... 19 x
................................... 58
Forgotten But Not Gone . . . . . . . . . . . . . . . . . 2 4 Cain ................................. 59
Sojourn A m o n g the Stars ............... . 2 7
Chapter 3: Starfaring Races ............... .30 New Monster: Death Shade . . . . . . . . . . . . . . .. 6 3
The Brain Trade ....................... .30 New Monster: Space Drake ............... .64

CREDITS
Design: Nigel D. Findley
Editing: Steven Schend, Anne Brown
Cover Art: Brom
Interior Art: Paul Abrams
Cartography: Diesel
Graphic Design: Stephanie Tabat
Typography: Angelika Lokotz
I

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some interesting NPCs, and a way for the
Eight bells. The chime sounded the debris belt so it could go to spell- DM to lead the PCs into a career of
clearly in the cabin of Derek An- jamming speed. pirate-hunting. This adventure comes to
grislic. Captain Derek Angrislic. The nautiloid would not escape- completion in the final adventure,
The owner of the cabin looked up not if Derek could help it. His ship was “Cain.”
from the small desk where he’d been faster and more maneuverable. The The majority of Skull & Crossbows is a
filling out the ship’s log. A roguish nautiloid had racked up a decent lead, “grab-bag” of adventures in which the
grin spread across his handsome face and a stern chase was always slow, but PCs bring safety t o the space lanes. Many
and reached his twinkling eyes. Eight the outcome was simply a matter of relate directly to the PCs’ pirate-hunting,
bells. His ship, Silent Witness, should time. but others are encounters that the DM
be almost up with the fleeing illithid Captain Derek Angrislic closed the can use at any time. This provides the
nautiloid by now. log and laid his hand against the iri- DM with the a large amount of flexibility
Derek’s smile now grew more pred- descent ceramic bulkhead. The Silent to choose which adventures to use and
atory than roguish. His eyes still Witness felt charged with power and the order in which they appear. Each
flashed, but no longer with humor. H e promise. Its anticipation seemed to chapter contains multiple adventures re-
shouldn’t even be involved in this pur- match his own . . . lated to a central topic (Pirates & Cor-
suit. The matter should have ended al- sairs, for example, or Relics & Hulks),
most a s soon a s it began. That illusion giving the DM a variety of encounter
that gave the illithids time to- DM INFORMATION types to choose from.
almost-escape . . . he should have Each adventure has a number of “set-
recognized it for what it was. That’s Welcome back to the SPELWAMMER”
universe! Skull & Crossbows is the second ups:” possible entry points by which the
what a captain was supposed to do: PCs get involved in the action. Most set-
make correct decisions, all the time, adventure in the SPELWAMMER game
system. It provides adventures and ups assume that the PCs command their
every time. own vessel, and at least one setup will
At least the initial combat had gone encounters for the SPELWAMMER uni-
verse, highlighting pirates and corsairs, have plot ties to “Letters of Marque.”
well, and his crew had deported them- Each adventure has suggested levels for
selves well. As the nautiloid slowed to ghost ships, new monsters, and old mon-
sters in a new light. the PCs involved and details on recom-
make its way through the inner debris mended ship types. After all, there’s little
ring of this oh-so-strange system, the In general, these adventures are in-
tended for an average party of four to six sport in sending two PCs in a mosquito
Silent Witness-an elven Man-o’-war ship up against a neogi deathspider!
that Derek had, er, acquired through characters, levels 6-10.They are stand-
alone adventures, not tied to any partic-
some rather intricate triple-dealing-
slipped out from behind one of the ular campaign universe (Krynn, the Terminology
larger planet-fragments, and the fight Forgotten Realms, o r t h e World of
Greyhawk). This ensures that all DMs Most adventures involve ship to ship
was on. Derek was operating under encounters between spelljamming ves-
letters of marque from his govern- can find this material equally useful and
don’t have to d o any extra work to align sels. For ease in discussing these
ment, so his crew was liberally sprin- encounters, several standard terms
kled with battle-hardened, gov- it to the politics of their campaign
world. should be defined:
ernment Marines (the joys of working
Skull & Crossbows can be used a s a
with the authorities for once). The first
rounds from his medium catapults continuation of the campaign started in Bearing
had torn holes in the enemy’s rigging, Wildspace (SJAl), with the PCs possibly This refers to the position of another
and jettison fire had cut down the in command of the good ship Skyrunner. object with respect to the bow or axis of
nautiloid’s heavy weapons crews. As It can also be played independently from your vessel. It conveys no information
the ships drew nearer, Derek’s mage, Wildspace, but these adventures take about which way the other object is trav-
another government appointee. had place in the Flow, wildspace, and on elling.
sent necromantic death across the worlds in as-yet undiscovered spheres, Since space combat takes place in
so the PCs must already own or be on
ether to seek out the illithids’ helms- three dimensions, the bearing of an ob-
men. board a spelljamming vessel. Pages 7-9 ject has two components: angle to port
Just when victory was within reach, of Lorebook of the Void contain many al- or starboard (left or right) of your vessel’s
the other nautiloids had swung out ternate ways for PCs to enter the bow, and angle above or below your ves-
From behind the planet-fragments: a SPELWAMMER campaign. For exam- sel’s gravity plane. A complete bearing
picture-perfect reverse ambush! Un- ple, the tradition of the press gang has might be expressed a s “Enemy vessel
der Derek’s command, the Silent Wit- migrated into space, and a ship that has 30’ to port and 15’ high!” A lookout-
ness maneuvered, fired, and moved to lost crew in a battle will probably be will- usually in something of a hurry-might
engage the new, undamaged attack- ing to “hire” veteran adventurers regard- just call “Enemy vessel high on the port
ers. By the time anyone realized that less of any spacefaring experience. bow.”
the new attackers were merely illu- Figure 1 indicates an object at a bear-
sions, albeit illusions of a somewhat Adventure Format ing of 45O starboard and level with the
Frightening scope, the true nautiloid ship’s gravity plane.
The first adventure in the book, “Let-
was underway and attempting to clear
ters of Marque,” is an introduction to
Heading port fronts the depths of wildspace
This is the direction in which a vessel rather than the depths of an ocean
or an object is moving. The most precise makes little difference. It’s a place for
way to express the heading of another crews to lose some money, drink your-
vessel is in relation to the heading of self blind, and maybe, just maybe, get
your own vessel. The convention is to la- into a nice, diverting brawl.
bel the direction in which your vessel is You hesitate in. the doorway a rno-
travelling as Oo, and to count degrees in ment, looking around for any old ac-
a clockwise direction. quaintancesamong the patrons. Not a
Since space is three-dimensional,you friendly soul to be found. As you en-
again need two components to precisely ter, a mountain of flesh blocks your
describe the heading of a ship: one where way. “Weapons,” the obstacle growls.
90° is directly to starboard(see Figure 2) “Checkem or lose’ern.”
and one where 90° is directly overhead.
Determining and expressing heading is
often complex, and, in the heat of battle, Grinder
Figure 1: shorthand methods are used: ”She’s The obstacle is the bouncer, an ogre
Beari ng heading directly away from us, Captain,” named Grinder. The Rockrat has a pol-
or “She’s on a collision course!” icy: no weapons inside. Everything even
Figure 3 illustrates two enemy vessels remotely offensive must be checked at
0’
which both have headings of 135O. the door and stored in a small room un-
der the guard of Grinder. It is more than
Letters of Marque the ogre’s job is worth to let anyone get
by armed . . . and he values his job.
Setting: Rock of Bra1 Grinder (Ogre): AC 2; MV 9; F9;hp 80;
Party: 4-6 characters; levels 4-10 #AT 3/2; Drng by weapon (club (1-6),
Ship: Any shortsword (1-6)) +6 Str bonus; Str
18(00), Dex 13, Con 18, Int 9, Wis 7, Cha
Setups
270°
13; AL N; THACO 12. Grinder is eight
feet tall with gray skin, and the bulges of
The PCs are spending some time on his muscles have bulges on them. He
the Rock of Bral, perhaps recovering wears a nicely-tailored uniform that
from the hardships of the Wildspace ad- looks totally out of place at The Rockrat.
venture, or simply looking for a little The sleeves of the uniform conceal a pair
RGR. They are currently enjoying the di- of ogre-sized bracers of defense AC2. He
versions of a rough tavern near the land- is totally loyal to his employer, and will
Figure 2: ing docks called “The Rockrat.” (Perhaps respond violently to any attempted
Heading Scale the PCs’ tastes already run in this direc- bribes.
tion, or perhaps they have other reasons Grinder won’t physically search the
for slumming.) PCs; he knows that most of the tavern’s
The PCs are on the Rock of Bral. A usual patrons wouldn’t put up with that
messenger delivers an invitation to a affront. Obviously, he won’t let anyone
business meeting, in which they will enter with weapons such as swords, but
learn about a potentially lucrative busi- he is unlikely to catch every concealed
ness opportunity. The meeting is that throwing knife or boot dirk. If the PCs
evening in a tavern called “The Rockrat.” want to smuggle weapons inside, they
Neither the message nor the messenger probably can do it. The idea of this
can give the PCs any hint as to who search is to eliminate such major weap-
they’ll be meeting or what the opportu- ons as two-handed swords and wheel
nity may be, but the messenger is pre- lock pistols.
pared to give the party 1-6 platinum PCs armed with magic or otherwise
pieces as token of the correspondent’s valuable weapons are unlikely to agree
earnest. to leaving them in the care of Grinder.
That’s not the ogre’s problem. If they
The Rockrat. You’ve never been to don’t want to live by the tavern’s rules,
which are for their own protection, he
180’
~~~
I this filthy, decaying bar before, but
you know it well. You’ve seen it many will point out that they are free to drink
Figure 3: times before. It’s a portside tavern, elsewhere.
plain and simple, and the fact that this Note: The intention here is not to get
Heading Example the PCs into a confrontation with
Grinder, but to prevent the PCs from “Punching and Wrestling” table on page
chopping down any of the NPCs they’ll The other table, in a back corner, is 59 of the Dungeon Master’s Guide for this
meet hereafter. Grinder’s charisma is much less austere. There are five fig- encounter. Once Gort suffers some mi-
high for an ogre, and this makes it possi- ures around it, four of whom are ap- nor damage at the hands of the PC, read
ble for him to help the PCs see reason. If proaching the final stages of the following:
the PCs protest, read them the following: intoxication. The four are a tough-
looking lot: all humans, but big The big man roars and pulls away
enough to rival Grinder pound for from you. Suddenly, something is in
As you begin to protest the removal
pound. Their outfits are as mis- his hand, catching the light: a sharp,
of your weapons, a robed figure qui-
matched as anyone’s around the tav- wicked-looking blade. He roars again
etly moves between you and Grinder. ern, save the black leather vest that
“Evening, Grinder,” the mage says in a and lunges.
each wears. The fifth occupant of the
cracking voice. “Take care of Storm-
table is of a different cut entirely.
fire for me, will you?” Gort has drawn a knife which was con-
Stone cold sober, he seems, and his
“Be glad to. Your table’s waiting,” cealed in his boot. The crowd reacts to
eyes are as hard and cold as an arctic
Grinder says to the mage, taking his this breach of rules in the usual manner:
icecap. He wears tight fitting black
staff and letting him pass. “Now, they draw back to a safe distance and
leathers, the only flash of color being
what’s your problem with our policy?” start placing bets. Before the other PCs
a red bandanna at his throat. As you
can interfere, and before either combat-
enter, the occupants of the table look
Grinder takes his job very seriously. ant can kill the other, read the following:
you over, most with varying degrees
Just as he won’t let anyone in without of drunken hostility, but one with cold
checking their weapons, he won’t let any appraisal. “Gort!” The word sounds like the
“friends” make off with weapons that You make your way to a table to- crack of a whip. The black-clad man at
don’t belong to them. As an employee of ward the center of the bar. A barwench the far table is on his feet, and his
the establishment, he’s entitled to be who looks tough enough to offer flinty eyes are hard and cold. “Gort!”
armed: he carries a club and has a short Grinder a few problems clears her he snaps again.
sword sheathed on his belt. throat noisily. “Well, what’ll it be to- The big man with the knife hesi-,
Once the PCs have passed Grinder, night?” tates, and is promptly disarmed by
read the following: Grinder. The drunken men slowly
shamble out, coaxed along by
The Rockrat’s ceilings are low, and Gort Grinder’s short sword. The man in
probably were white once; the black, their captain, you presume, ap-
kindori-oil lamps and the interesting As soon as the PCs have entered the praises you coldly, and also leaves.
selection of pipe blends burning bar, and before they can get involved in “Animals.” The voice comes from
around the room have certainly anything elsewhere, one of the occu- behind you. You turn to see the two
changed that. The floor is covered pants of the far table struggles to his feet austere, dark-clad gentlemen stand-
with a light coating of sawdust to sop and staggers over toward the PCs. ing behind you. “Do you know who
up spilled drinks and other fluids. The they are? Who he is?”
tables are heavy, the rough wood ex- Pig-like eyes-so bloodshot as to “Cain,” his younger partner repeats,
tensively embellished with initials, resemble red-veined marble-regard and spits on the already much spit-
names and generally tasteless graffiti. you unsteadily. ‘‘Well,” the figure upon floor. “Pirate.”
The patrons match their environ- grunts, alcohol heavy on his breath, “I “May I?’’ the older man asks as he
ment: seedy, rather the worse for guess your mothers let you stay out slips into a seat at your table. “I have a
wear, and almost humming with an late tonight.” proposition that might be of interest
undercurrent of violence, barely re- to individuals courageous enough to
pressed. Of the twenty or so pairs of This man is named Gort, and he is take it up. And I think I might have
eyes you can see, only two or three drunk enough to want to goad any PC found some . . . I’

aren’t dulled with alcohol. into a fight with him. He will continue his
Most customers are run-of-the-mill verbal abuse until someone in the PCs’
deck hands, many of them drinking party takes a poke at him. If he can’t do The “Pots”
away the bounty money they received that, he’ll pick the largest and toughest- The two men are members of the Prag-
for signing on with a new ship. In looking PC and take a swing at him. matic Order of Thought (called the
twelve hours, most will be a-sail and Gort: AC 10;MV 12; F7; hp 41; #AT31 “Pots” by its detractors). The older is Jas-
sweating green, with pounding heads. 2; Dmg by weapon (knife) + 1 Str bonus; son, the younger his protege Wallis. If the
Only the occupants of two tables are Str17,Dexll,Conl4,Int 10,Wis6,Cha PCs show even the slightest interest in
different. One table, near the door, is 7; AL NE; THACO 14. hearing Jasson’s proposition, read the
taken by two middle-aged men, Gort is a big, ugly, bald.headed brute, following:
dressed in simple, dark, knee-length covered with enough scars to hint at a
blue tunics. There are marks on the less than temperate past. “If you know anything about the
waists of their tunics where sword However the fight starts, neither com- Pragmatic Order of Thought,” the
belts used to be buckled. batant should be armed (at first), so the older man says, “you will know that
only option is non-lethal combat; use the
side the bar, they normally carry long
one of our central precepts is that swords. “These are your letters,” he tells
travel and trade should be unre- Jasson and Wallis will answer any you. “Four copies, in case you wish to
stricted. Only through this freedom questionsthe PCs care to ask them. They commission other ships to assist you.
will we see the universe develop in the are truly members of the Pots, and can It is important to stress one thing.
unfettered, unbounded way in which supply complete verification that the let- These letters entitle you to war on ves-
we think it must. Unfortunately, this ters are authentic. They also supply the sels in wildspace or in the Flow. They
freedom which we see as so essential PCs with a list of notorious pirates and do not authorize attacks or assassina-
is being infringed.” the bounties on each one, but they can tion attempts against anyone when
The younger man interrupts give the PCs no information about where they are not on a vessel underway.
abruptly, “By them,” he snarls, gestur- these pirates can be found. The pirates Thus, you could not have killed the pi-
ing over his shoulder with a thumb to- on the Pots’ hit list are: rate Cain in the tavern and expected
ward where Cain and his crew were to be covered under letters of marque.
sitting. “The pirates.” Pirate Ship Bounty “Er . . . ” Jasson clears his throat,
“My protege is correct,” Jasson Tal Barracuda 8,000 and for the first time you see the man
agrees calmly. “We believe that the pi- hesitate. “There is one small addition
Gilgalad (Hammership) SP
rates who hunt wildspace are the Erik? Rauen 5,000 to the letters,” he says almost apolo-
greatest single obstacle to free and ef- (Groundling ship) gp getically. “Just a trifle, but Prince An-
ficient trade between the shells. We ? Frostfire 7,000 dru insisted upon it. These letters also
believe it is our responsibility and our give you full authority and, in fact,
(Squidship) SP
privilege to do our small part to solve Manara Nex 10,000 urge you to make war on any vessels
this problem. Thus we come to our that you know to belong to the merce-
(Galleon) SP nary company the Tenth Pit. But,” he
proposition.” Cain Rampage 10,000
Jasson places a leather dispatch goes on, suddenly firm again, “be that
(Hammership) SP as it may, may what gods there are
case on the table before you. “In here I
have letters of marque,” he tells you, True to their word, Jasson and Wallis look kindly upon your brave mission.
“officially notarized by my superior in will arrange to pay for repair and refits to Fare you well.”
the Order and by Prince Andru of Bra1 the PCs’ vessel (should they have one).
himself. Do you know what letters of They will pay for repairs and mainte-
marque are?” nance, plus resupply. They won’t pay for Concluding the Adventure
Again the younger man jumps in. a complete re-arm or for serious modifi-
In fact, the conclusion of this adven-
“They are official permission to make cations such as a new major helm, plat-
ture is the beginning of others. The deal
war on all pirates,” he tells you. “Your ing, etc. If the PCs have no vessel, the
with the Order will remain in force until
right to engage them and to deal with Order will turn over to them a simple, un-
one side or the other cancels it for good
them as you will is unchallenged.” modified Tradesman armed with a light
cause. If the PCs wish to claim bounty on
“Also,” Jasson adds, “these letters catapult and a light ballista. In neither
a pirate, they must literally bring the per-
also entitle you to quite a substantial case will the Order pay for the hiring of
son (or persons) in, either dead or alive.
bounty whenever you bring in one of additional crew; that is entirely up to the
For more information on the Prag-
these wolves of wildspace . . . either PCs (Note that a Tradesman requires a
matic Order of Thought and the Tenth Pit
dead or alive. You may also, of course, minimum crew of 10 to run properly, so
mercenary company, consult the Lore-
keep whatever you can take from PCs may need to hire a crew).
book of the Void, pages 51 and 52.
these reavers. I would ask you to ac-
cept these letters . . . ” Bon Voyage
Jasson holds up a hand to still your
When the refit is complete, or when
response. “But before you do, there is
the PCs are about to take possession of
more to our offer. If you currently
their new ship, Jasson meets them for
command a ship, the Order will pay
the last time. He has in his possession the
for a complete refit and repair at the
letters of marque. Read the following:
Rock‘s construction docks. If you cur-
rently are, shall we say, between ships,
I am authorized to tell you that the Or- Jasson looks considerably more
der will supply a ship. Will you, now, imposing than he did when you first
accept our proposition?” saw him in the port-side bar. He wears
a mail coif over his silver hair and a
bejewelled long sword at his side. He
Jasson: AC 5; MV 9; F9; hp 46; #AT 31 hands you four sheets of parchment,
2; Dmg by weapon; AL NG;THACO 12. each covered with fine calligraphy
Wallis: AC 5; MV 9; F6; hp 40; #AT 1; and bearing two elaborate seals: one
Dmg by weapon; A L CG; THACO 15. of the Order and one of Prince Andru
Both “Pots” wear chain mail under himself.
their tunics. Although unarmed while in-
Contrary to common belief, there is a mail and carries a long sword and a pair
significant difference between a pirate, at once: a Hammership. The vessel is of wheel lock pistols (these are more for
and a corsair or privateer. By definition, a painted night-black, making it diffi- appearance’s sake than practicality; Tal
pirate is anyone who robs or commits il- cult to spot against the ebony back- knows how undependable the pistols
legal violence at sea (or in space). Thus, drop of wildspace. But there, on the are).
nearly any unscrupulous person can be a mainmast, is a bright splash of Tal Gilgalad is a young firebrand of an
pirate: simply acquire a ship and go plun- color. . . elf, no more than 250 years old. He was
der the spaceways. raised “dirtside” by parents who believed
In contrast, a corsair or privateer is de- Any character with a telescope or en- more in the power of the word than of the
fined as one hired or commissioned by a hanced distance vision can see that the sword. They believed so steadfastly that
government to attack or harass enemy flash of color is a flag, and can immedi- they refused to take up arms when their
ships. A privateer, then, is an official in- ately recognize it. It is the flag of a nearby homeland was invaded by orcs, and died
strument of national policy, given au- world (or state) that is considered peace- at the hands of the invaders. Tal, a youth
thority by documents called “letters of ful. (The DM must choose an appropriate of less than a score summers, managed
marque” to act as a pirate . . . but only candidate based on current circum- to escape to the mountains, where he
against enemy vessels. (Historically, stances. Some suggestions are Sembia eked out an existence for a number of
France, England, Spain and Portugal fre- in the Realms or the Prelacy of Almor in years. The orcish invaders were eventu-
quently sent forth corsairs to harass each the world of Greyhawk.) ally driven out and Tal could return to el-
other’s shipping.) A privateer will usually The Hammership is 7,000 yards (14 vish civilization, but the damage was
hoist his own country’s flag while in hexes) distant when first spotted. Its already done. The major lesson he
action, whereas a pirate may sail under bearing is 30” to the left of the PCs’ learned from his sojourn in the wilder-
false colors long enough to get close to ship’s heading. ness was that the universe is not a kind
his target. The Hammership is on an intercept place, and the only creatures who get
Apart from the official niceties, how- course with the PCs’ vessel, travelling at what they want are those who take it.
ever, there are few differences between a speed of 2 hexes per round. No crew are When the Barracuda put down near
pirates and privateers . . . particularly if visible on deck, and no major weapons Tal’s home, looking for replacement
your ship happens to be their selected appear to be loaded. crewmembers, Tal signed on immedi-
prey. Perhaps it’s more important to real- ately. He impressed captain and crew
ize that not all pirates are human or even The Good Ship Barracuda alike with his initiative and competence
humanoid, and not all pirates need . . .and chilled them with his frightening
Despite its peaceful approach, the
ships. . . indifference to taking life. While he
Hammership’s intentions are far from wouldn’t go out of his way to kill and
peaceful. It is, in fact, the pirate ship Bar-
Flying Colors racuda, commanded by a rogue elf
would spare the lives of those victims
who surrendered to him all their valu-
Setting: Wildspace named Tal Gilgalad. ables, he would not even think twice
Party: 4-6 characters, levels 6-8 The Barracuda fits the normal statis- about slaying anyone who stood between
Ship: Any (30 tons + recommended) tics for a Hammership, except a third him and his spoils. When the pirate cap-
heavy catapult has been installed just be- tain was killed in an encounter with a
hind the cargo doors. lt is mounted on a
Setups rotating turret, allowing it to fire in any
neogi mindspider (which the Barracuda
survived only through Tal’s quick think-
The PCs have heard rumors that one direction except directly forward (be- ing), Tal Gilgalad took over command,
of the pirates on their bounty list-Tal cause of the mainmast). This third cata- with the full support of his crew.
Gilgalad-is operating in a certain re- pult is always manned and loaded. Since then, the Barracuda has racked
gion of wildspace. They are now investi- Except during combat, it is disguised by up many scores throughout the space-
gating that area, travelling at tactical aphantasmalforce spell (cast by a gnome ways. Tal hits only ships that he believes
(not spelljamming) speed. illusionist on the crew) as a secondary are full of plunder. If the target strikes its
The PCs are commanding, or serv- wheelhouse. colors and hands over everything of
ing on, a ship currently in wildspace, and Tal Gilgalad has also equipped the ship value, Tal lets the emptied ship go. Tal
travelling at tactical (not spelljamming) with a minor helm, as back-upin case the will demand the target’s entire cargo,
speed. major helm goes down. This is installed plus anything of value possessed by the
in the first officer’s quarters. crew or passengers, particularly magical
“Captain!” the lookout yells. “Ves- items. He normally considers prisoners
sel high on the port bow.” Captain and Crew too much trouble, and will consider
You train your eyes on the area in changing this policy only under the rar-
Tal Gilgalad: AC 6; MV 9; F 8 N 2 ; hp
question, above and to the left of your est of circumstances (for example, if he
56; #AT 3/2;Dmg by weapon (long sword
ship’s main axis. Nothing . . . realizes that someone aboard his target
( 1 - Q wheel lock pistol (1-4)) or spell; Str
Yes, there it is, momentarily catch- can be safely ransomed for a large sum).
15, Dex 15, Con 12, Int 15, Wis 10, Cha
ing the light of distant suns as it rna- If, however, the target decides to fight,
17; spells: burning hands, affect normal
neuvers toward you. You recognize it Tal will willingly destroy the vessel
fires; AL NE; THACO 13. He wears scale
and kill all its crew if that’s what it takes grey. Despite his great strength, he does “helped carry that ungrateful old man’s
to acquire its cargo. not appear at all musclebound. excessively heavy purse” in a port town.
Berwick is a veteran space-going mer- Things became rather uneasy, and Hal-
Tal Gilgalad’s crew is led by four cenary, and has served Tal for seven Ian had to think about making a fast get-
officers-Berwick, Hallan Deepdelf. Lara years now as first officer. Although well away. Fortuitously, the Barracuda had
Mooncrow and Vissq. His spelljamming versed in shipto-ship tactics, his great- come into the harbor for reprovisioning.
helmsman is a woman who calls herself est value is in leading boarding parties Hallan somehow ’ managed-mainly
Manta. Thirty-four crack crewmembers (boarding party morale +3). through lying-to persuade Tal to take
complete the ship’s complement of 40. him on as a crewmember.
Most of the crew have sailed with Tal for Hallan Deepdelf: AC 6; MV 12; T4/
W(1)4; hp 19; #AT 1; Dmg by weapon To everyone’s surprise, most of all Hal-
some time, and all are experts at space- Ian’s. the gnome took to space like a
faring maneuvers and mayhem; their (short sword (1-6), dagger (1-4)) or spell;
Str 10, Dex 16, Con 11, Int 16, Wis 11, duck to water. He quickly learned how to
morale is 13. handle the ship, and showed a natural a p
Cha 14; spells: change self, color spray,
phantasmal force, uentriloquism; hyp- titude for navigation and celestial me-
The Officers notic pattern, improvedphantasmalforce, chanics. With total disregard for certain
mirror image; thief abilities: PP 50%, OL jokes popular at the time (“Better a hole
Berwick AC 5: MV 9 F9;hp 71; #AT 31 in the hull than a gnome at the map ta-
2; Dmg by weapon (two-handedsword (1 - 50%, FlRT 60%, MS 40%. HS 20%, HN
25%, CW 60%, RL 0%; AL CN; THACO ble,” etc.), Tal promoted Hallan to naviga-
lo), hand crossbow (1-3)) + 1 Str bonus; tor. Although Hallan retains an
Str17,Dexll,Con16,Int13,Wis9,Cha 19. Hallan the gnome wears leather ar- aggravatingly happy-go-lucky attitude
15; AL N; THACO 12. He wears chain mor and carries a short sword + 1 and a
pair of throwing daggers. He is310years about everything else, he is deadly seri-
mail and carries a two-handed sword. A ous when it comes to his navigation.
hand crossbow always hangs from his old.
Hallan was enjoying a profitable career It is Hallan who casts the phantasmal
belt. He is a good-looking human of mid- force spell that conceals the third cata-
dle age, with black hair streaked with as a freebooting thief-illusionist,until he
pult.
Lara Mooncrow: AC 3; MV 12; W8; hp no armor; instead, his light green scaly Manta is on deck to cast spells.
18; #AT 1; Dmg byweapon(dagger(1-4), skin is decorated with elaborate tattoos Manta speaks to no one, not even Tal
darts (1-3)) or spell; Str 9, Dex 12, Con 8, and painted-on designs. He carries a bas- Gilgalad. She is impatient and touchy,
Int 16, Wis 10, Cha 13; spells: charmper- tard sword, and a throwing axe hangs on and responds violently to insult, in-
son, friends, sleep, taunt; scare, ray of en- his belt. tended or not.
feeblement, Tasha’s uncontrollable Vissq is Tal’s sergeant-at-armsand per-
hideous laughter; hold person, sugges- sonal bodyguard. He speaks Common The Crew ’
tion, wraithform; enchanted weapon, haltingly and with a harsh sibilant
Leomund’s secure shelter; AL L E THACO accent. Although he shares his race’s im- The Barracuda’s complement of 40 is
18. Lara is a female human of striking patience with warm-blooded creatures in rounded out by 34 crack crew members.
beauty. Her hair is waist-length and general, he feels grudging respect to- All are armed with broad swords plus a
golden blonde, and her eyes are a bright ward Tal Gilgalad (Vissq finds the elfs at- personal sidearm (usually a dagger or
and piercing blue. She wears no armor, titude toward taking life to be hand axe), and wear leather armor. Fif-
but depends upon a pair of bracers of de- refreshingly cold-blooded). Even if this teen also carry heavy crossbows; the bal-
fense, AC 3. She is armed with a dagger weren’t the case, he’d feel duty-boundto ance carry wheel lock pistols. Among the
+2 and 6 darts. She also wears a ring of follow Tal: the elf saved him from a neogi ship’s stores are 20 boarding pikes.
shooting stars. lifejammer. A typical crewmember will have the
Lara Mooncrow’s earlier career in- Vissq will sometimes assist Berwick in following statistics:
volved a number of unpleasant activities leading boarding parties. This doesn’t al- Crewmember: AC 9; MV 12; F1; hp 1-
in a number of different crystal spheres, ways work out too well, since Vissq is un- 10; #AT 1; Dmg by weapon (broad sword
including assassination. Her luck eventu- willing to take orders from anyone (2-8); heavy crossbow (2-5); or wheel lock
ally ran out; she was captured and put except Tal. During boarding actions, pistol (1-4)); AL N; THACO 20.
aboard a spelljamming vessel which was Vissq usually holds back and waits, join- The crew are all cross-trained. Thus,
to take her back to her home planet for ing the boarding party if the men begin any crewmember is equally competent
trial. As fate would have it, the ship was losing. working the rigging or operating the
attacked by the Barracuda, and Lara heavy weapons. Their level of training is
“Manta”: AC 10; MV 12; W12; hp 3 0 high, as is their morale (13). The respect
managed to make her escape during the #AT 1; Dmg by spell; Str 9, Dex 12, Con
battle, using spells to cover her trail as in which they hold their captain trans-
10, Int 17, Wis 11, Cha 8; spells: cantrip, lates to a high level of loyalty toward
she stowed away aboard the pirate ves- chill touch, magic missile, wall of fog;
sel. Only after the battle was over did she him. They are very unlikely to consider
darkness 15’radius, spectral hand, stink- bribes.
show herself and apply to Tal Gilgalad foring cloud, web; feign death, hold undead,
a job. He hired her immediately, and
lightning bolt, uampiric touch; contagion,
never once regretted the decision. eneruation, ice storm, Otiluke’s resilient Battle Tactics
As ship’s mage (the highest level wiz- sphere; animate dead, magicjar, summon Tal’s favorite tactic is to approach un-
ard other than the helmsman), she ad- shadow, wall of force; death spell; AL N; der false colors, flying the flag of a con-
vises the captain and helps during THACO 17. Manta is a middle-aged hu- venient and totally unagressive nation.
battles; her ring of shooting stars makes man female, unattractive and a bit over- In keeping with this disguise, the Barra-
her a creditable addition to the Barracu- weight. She always wears black, cuda’s major weapons are unloaded and
da’s firepower. She also takes a shift as loose-fitting clothes and keeps her head unmanned . . . except for the magically
helmsman, although her spelljamming covered with a cowl. She carries no concealed third catapult, which is loaded
ability is considerably less than that of weapons. and ready to fire. The only crew visible
Manta, the regular helmsman. In addi- Nobody knows Manta’s real name or on deck are those few required to maneu-
tion, she has developed great skill in her true background. Tal first met her on ver the vessel; the others are concealed
aiming the ship’s main weaponry, mak- the Rock of Bral, where she was serving below decks. These factors, coupled with
ing her a specialist in both heavy cata- Prince Andru. Tal recognized her talent the Barracuda’s relatively slow rate of ap-
pults and heavy ballistas. (as well as her ruth1essness)and hired her proach, usually lull the target ship into a
Lara Mooncrow’s manner is cold and away from Andru with promises of great false sense of security.
withdrawn, speaking only when spoken plunder. Manta feels no loyalty toward Tal Gilgalad will slowly approach the
to, and then in as few words as possible. Tal, or to anyone else, and Tal knows it. PCs’ ship, coming as close as they’ll let
She has an even more offhand attitude to He fears a confrontation will come, but him. Should the PCs hail him in any man-
taking life than does Tal Gilgalad. until then, she’s a useful addition to the ner, he’ll reply that he has some informa-
Vissq (lizard man): AC 5; MV 6; F10; crew. tion that he’s been ordered to pass on to
hp 74; #AT3 or I; Dmg 1-2/1-2/1-6(claw/ Manta is main helmsman for the Barra- any vessel he meets. “There’s a neogi
claw/tail)or byweapon(bastard sword(1- cuda, and spends most of her days at or deathspider somewhere in the system,
8/2-8),throwing axe (1-6)) + 1 Str bonus; near the major helm. If firepower is more preying on ships,” he lies. “I have a chart
Str 16, Dex 12,Con 16, Int 10,Wis8, Cha important than spelljamming speed in showing in which areas most of the at-
9; AL N(E); THACO 10. Vissq is a lizard an expected encounter, Tal Gilgalad will tacks have occurred.” He will continue
man, standing seven feet tall. He wears use Lara Mooncrow at the helm, while with this deception as long as he can.
!

When Tal has closed with the PCs’ ship Terms of Surrender tect them, including surrender. He has
grown to enjoy this life as navigator, and
I
as much as he thinks he’s able, he pulls
down his ship’s false flag and replaces it may offer his services to the PCs.
with a black flag, a scarlet neogi skull on
for PCs If Manta is fighting from the deck, she
it-the pirates’ flag! Simultaneously, the Should the PCs surrender, Tal will de- asks no quarter and gives none. If she is
gnome illusionist drops the phantasmal mand that they hand over all cargo plus in the helm, however, she will take no
force concealing the third heavy cata- valuable personal possessions. He will other part in the fray. 6he will surrender if
pult, and the weapon crew fires a shot at send a prize crew aboard to make sure the Barracuda is defeated and she has
the PCs’ vessel. This shot is aimed at the that his orders are carried out (the size of not been insulted by the PCs. She will do
hull, but is intended to intimidate more this crew depends on how powerful the nothing to the PCs as long as they are at
than injure. If the PCs’ ship is particularly PCs look Tal isn’t dumb). After he has his least marginally polite to her: should
big, Tal will order Lara Mooncrow to fire hands on the plunder, he’ll order his prize they insult her, however, she will remem-
her ring ofshooting stars at the vessel. As crew to destroy the ship’s rigging (de- ber the slight at a more opportune
his crew swarms on deck and begins creasing its maneuverability). He will time.. .
loading all the heavy weaponry, Tal then sail off without any immediate The crew’s behavior can be deter-
Gilgalad hails the PCs’ ship and demands worry of pursuit. mined using standard morale rules.
their surrender.
Should the PCs refuse to strike their for the Barracuda Concluding the Adventure
colors and surrender,Tal Gilgalad pushes
If t k fight should turn against the Bar- The Barracuda itself is a good prize,
home the attack in the most efficient
racudahd it can’t make its getaway, Tal should the PCs manage to capture it. Its
method. First, he’ll order a shearing at-
Gilgalad will not surrender: rather, he’ll holds contain one hundred bolts of fine
tack, followed by an attempt to grapple
fight to the death. The same is not neces- silk stolen from Tal’s last victim: each
and board. If the PCs’ vessel is well- bolt is worth 500 gold pieces. In addition,
manned, he’ll use his catapults and sarily true of the others on board, of
course. there are other small valuables stashed ,
Lara’s magic to “sweep the decks” before
As Tal’s bodyguard, Vissq will give his in Tal’s cabin: a ruby ring (750 gp value),
boarding. He’ll ram only as a last resort.
life to save his master’s. . . but only if Tal a platinum circlet (1,000 gp), a pair of
He will continue to fight until it’s obvious
isn’t fighting a “no-win” situation. If Tal gold-chased bracers (non-magical: 300
that the fight’s going against him-in
has a chance to save his life by surrender- gp), and a diamond pendant (1,100 gp).
which case he’ll try to escape, using his
ing, but chooses to fight, then Vissq con- Each crewmember also has personal
stern catapult and perhaps Lara’s ring (if
siders that to be suicide, which possessionsworth 10-60 gp (100-600 gp
she hasn’t already used all of its powers)
terminates any obligation he has’ to the for officers).
to keep the PCs off his tail, or until the Knowing the risks of space combat, Tal
PCs have been defeated. elf. On his own, Vissq will fight until an
opportunity arises to honorably save his and his crew have taken precautions to
Note: Tal Gilgalad still has much lin-
own life. (Surrendering to an overwhelm- protect their booty. Even if their ship is
gering hatred toward orcs. Should the
ing force isn’t cowardice: it’s simply destroyed and they are captured, they
captain of the target ship be an orc or a
good sense. To be honorable, however, can eventually make their way back to
half-orc (unlikely but possible), Tal will
surrender must come only in responseto where their treasure is stashed and re-
not ask for surrender at all, but will sim-
a request from a powerful enemy. Thus, if claim it. The Barracuda’s wealth is
ply press the attack to its conclusion.
Vissq is surrounded and a PC asks him to cached on a number of planets, in a num-
Despite his indifference to causing
surrender, he can do so honorably.) If no ber of legal and illegal places. (One of the
death, he will rescue survivors should the
honorable opportunity for surrender crew has bought an interesting tavern
PCs’ ship be destroyed. Odds are he’ll
presents itself, Vissq will fight to the with his share of the plunder.)
sell them to the first prospective buyer
he can find; Sisk Hal of the Collector death. If the Barracuda should win and make
might be interested in some new slaves Berwick and Lara Mooncrow are a lit- off with the PCs’ valuables, that’s not
for his “Brain Trade” in Chapter 3 . . . tle less particular about honor. Both will necessarily the end of the story. The PCs
Tal Gilgalad is an intelligent captain. throw down their weapons if the only al- can try to follow the pirates immediately,
As such, he knows when targets are just ternative is their deaths. Berwick will or try to track them down later for re-
to big for him to handle (a tyrant ship, for abide by his surrender, hoping to per- venge. On the other hand, if the PCs were
example). Tal Gilgalad will not attack a suade the victors to take him aboard particularly wealthy, the pirates might
ship of more than 50 tons unless it looks (that’s how he joined the Barracuda, after decide to follow the PCs’ escapades,
seriously undermanned or exhibits evi- all; it’s simply the mercenary’s code). making another visit when the pickings
dence of inexperience (clumsy maneu- Lara Mooncrow, on the other hand, will are good again. As such, Tal Gilgalad can
vers, etc.). take any opportunity to slay her captors prove to be a convenient nemesis for the
and escape. PCs in an ongoing campaign.
Hallan Deepdelf will fight gamely un-
less he thinks his beloved star charts
might be damaged. In such a case, he’ll
immediately do whatever it takes to pro-
Small Package Trade ,, bouquet of the air. Across the room, a The Contract
Setting: The Flow \ drunk and belligerent human is trying
Party: 4-6 characters, levels 6-8 to challenge a bemused dracon to a “You are looking for a contract?”
Ship: Tradesman, Wasp, or equal bout of arm wrestling. And right next Betz asks matter-of-factly.“Everyone
to you, a half-orc snarls a wildly im- is. Well, I have something for you. A
probable speculation about your heri- small package that I wish delivered to
Setups tage before planting its forehead another system. No complications, no
The PCs are ashore, casting around firmly against the top of the table and danger. Just a desire to make sure the
for ways to make money, or looking for starting to snore loudly. package is delivered as soon as possi-
information necessary for their pirate- In the entire bar, there’s only one ble, with no outside involvement.
hunting careers. They receive a message figure who is dressed at all well (apart Fixed price, retainer to be paid up
from the bartender or other intermediary from you, of course). He is sitting at a front, balance on delivery. Total con-
that “the Torgan Betz” wants to have a table in a back corner of the tavern, as tract is worth five thousand gold, your
word with them. He is awaiting them in far away from the general ruckus as choice of currency. Retainer is fifteen
another tavern nearby, “The Drunken he can. Tall and slender, with black hundred, cash, right now. Two condi-
Neogi.” hair and a well-trimmed black beard, tions. One: the package is to remain
(Note: This adventure is intended for a he looks confident and competent. . . unopened. On penalty of forfeit: re-
group of PCs commanding their own and dangerous. Torgan Betz, you as- maining payment, your ship, your
small ship.) sume. Standing behind him at formal lives. Two: my associate here”-and
parade rest is a giff, dressed to kill in he indicates the giff-“goes along
Of all the joints in all the port towns an elaborate uniform that looks too with you. Now. . .do we have a deal?”
of all the worlds you’ve visited, “The over-done to belong in a comic opera.
Drunken Neogi” would probably rate Both of these worthies fix you with If the PCs accept the deal (or can hag
as the seediest. And that’s certainly steady dark eyes. Betz beckons you. gle their way into a higher payment-a
saying something. difficult task), Betz will arrange to meet’
The air is thick with smoke-an in- Torgan Betz: AC 2; MV 12; F9iT7; hp them at a neutral spot early the next
teresting mixture of tobacco and D; #AT 312; Dmg by weapon (short morning. He will have with him the pack-
more exotic weeds, with a definite un- sword (1-6), dagger (1-4), garrotte); Str age, the charts to their destination, their
derpinning of burning rubber-and 13,Dex 16, Con 13, Int 14, Wis 12,Cha retainer, and the giff.
figures on the other side of the narrow 15; thief skills: PP 45%. OL 40%. FIRT
barroom are little more than blurred 35%, MS 40%, HS 35%, DN 45%, CW The Deal
shapes. A couple of lizard men, armed 90%, RL 30%; AL N(E); THACO 12. Betz
to the teeth, are standing at the bar, wears bracers of defenseAC2 and carries This may sound like a straightforward
carrying on a hissing conversation a short sword +2. Carefully concealed contract, but things are never what they
over a bowl of bar snacks (some kind on his person, he carries a dagger of seem when Torgan Betz gets into the act.
of weevils, you think). Over in the cor- uenom and a garrotte. Betz will kill with- Betz is famous (or notorious) as a “gray
ner, three disreputable-looking il- out compunction. He is brave, but not trader”: not quite a smuggler or pirate,
lithids are puffing on a water pipe, stupid: surrender (with the future chance but one who bends the laws without
adding a new and heady note to the of escape and exquisitely-planned re- breaking them. There are often specula-
venge) is vastly preferable to death. tions that his business dealings include
activities that are out and out criminal,
but no one has ever been able to bring
forth any evidence. (Trying to do so
seems to be an activity fraught with ill
luck. Several investigators in the past
have perished in freak accidents, includ-
ing the fellow who tripped and fell back-
wards onto his own dagger, twice.)
On the surface, however, this particu-
lar deal looks as though Betz is playing
matters straight. Betz is acting as mid-
dleman between two staggeringly rich
(and somewhat senile) art collectors.
One is selling a particular item to the
other for the princely sum of 20,000 gp.
Betz’s job, for which he will receive a
commission, is to make sure that the
item gets to its destination. He is respon-
sible for hiring transportation and pro-

I=”/
tection. To make sure that nothing unto-
ward happens, Betz has even offered to
It’s a good plan. The PCs are the per-
fect patsies, and all they have to do is
The Giff
send his giff lieutenant along on the trip. obediently die at the proper time. Dourm Larbo (giff): AC 6 (2);MV 6; HD
It certainly looks a s though Betz is on the 4; hp 25; #AT 2; Dmg 1-6/1-6or by
up and up. Getting Underway weapon +7 Str bonus; SA head butt; AL
LE; THACO 17. Larbo normally wears a
That’s just on the surface, however.
Betz definitely has other plans. One of Betz meets the PCs at the specified ludicrously elaborate uniform; a s soon
his ships-a Wasp-class vessel-is wait- time and place. A s promised, he has the as he’s aboard ship, however, he puts on
ing to ambush the delivery. With the aid item-a sealed metal box about 6” on a a suit of armor that lowers his AC to 2. H e
of the giff on board, the crew of the deliv- side-their payment, charts to their des- owns a wheel lock pistol with enough
ery vessel will theoretically stand little tination . . . and the giff. For the first smoke powder for 10 shots, and never
chance. The hulk and bodies-along time, Betz formally introduces the PCs’ lets this prized weapon out of his sight.
with that of a dead giff (not t h e travelling companion: In most ways, Second Assistant Sub-
lieutenant)-will be left t o drift t h e Colonel (brevetted) Dourm Larbo seems
spaceways. Betz’s giff lieutenant will hie Betz gestures with his thumb. “And to be a typical giff: he’s somewhat supe-
off with the Wasp and keep out of sight this is my right-hand man. Meet Sec- rior around the “little races,” and a stick-
until the heat is off. ond Assistant Sub-Colonel ler for military correctness. In fact,
Betz will have the item, which he can Dourm . . .” however, Larbo is that most dangerous
then ransom back-through intermedi- “Brevetted,” the giff puts in. (and rare) of creatures: a cunning giff. He
aries, of course-to whichever of the col- Betz nods. “Second Assistant Sub- plays the part of the buffoon to the hilt,
lectors will pay the best price. Betz can Colonel (brevetted) Dourm Larbo.” but is really much more intelligent than
calmly proclaim his innocence, and The giff snaps you a picture-perfect he lets on. H e knows all the details of
point to his actions a s proof. Didn’t he salute. “Thank you, sah.“ Betz’s plan-in fact, it was Larbo who
hire a crew of doughty adventurers to “So much for protocol,” Betz says. added some of the refinements-and will
protect the prize? And didn’t he send “Don’t you think you’d better be off?” do his utmost to allay any suspicions that
along his loyal lieutenant-killed in the PCs may have. (He’ll also act the
action, trying to discharge his duty-to heavy to persuade the PCs not to take off
to act a s special guard? N o one can prove with the loot.)
Betz guilty of any wrong-doing.
tion and powder for six shots), a long “happen along” and discover the “trag-
Ambush! sword + 1 and a dagger. As one of Betz’s edy.”)
The PCs’ destination is in a nearby lieutenants,Twostar knows the details of Since this is supposed to be a short
crystal shell. The time it takes to get out the plan. “hit and run” mission, there’s little of
of the current shell depends on the sys- Ord Nellis: AC 10; MV 12;W10; hp 25; value or interest aboard the Wasp. Two-
tem, but once their vessel is into the #AT 1; Dmg by weapon (staff of striking, star has a locked desk in his cabin, how-
Flow, the remainder of the voyage takes dagger (1-4)); Str 10,Dex 12,Con 10,Int ever, that contains’a portion of his pay-
only 10 days. 15, Wis 12, Cha 12; spells: none; AL N; ment for the raid (10 pp) and a letter that
Betz has provided good charts, show- THACO 17. Nellis wears no armor, and reads as follows:
ing clearly a “river” in the Flow that will carries a staff of striking (45 charges), They will be coming in a /type of
speed the PCs’ journey. He’s made sure plus a pair of daggers. She is only a PCs’ ship], one day after you. You
that the PCs know about this river: that’s “hired hand” on this operation, paid to know the plan: dead men tell no tales.
where the ambush ship is waiting. operate the Wasp’s spelljamming helm.
(Torgan Betz dispatched it the night be-
Our large friend will help to the best of
As such, her morale is considerably his considerableabilities.
fore the PCs’ departure, as soon as he lower than the other members of the 78
knew what kind of ship they’d be taking.) crew (10). If things look bad, she’ll defin-
When the PCs’ vessel enters the phlogis- itely try to make her escape or surrender
ton and begins to maneuver toward the to the PCs. She knows none of the details The Item
river, Betz’s Wasp ship will attack. of the plan, and is unaware of Betz’s in- Curious PCs will probably want to
As soon as the attack is underway, volvement; it was Twostar who hired her. know what all the fuss is about. The box
Larbo will do his part to make sure that it Harnakh (flind leader): AC 5; MV 12; containing the artwork is sealed in thin
succeeds. His first order of business is to HD 2+3; hp 25; #AT 2; Dmg 1-6 or 1-4; metal (a precaution against substitution;
immobilize the PCs’ ship by killing the SA disarm; AL LE; THACO 17. Harnakh there’s no way to open the box without
helmsman. After that, he’ll concentrate is armed with a flindbar (Dmg 1-4). He is leaving evidence of the activity). Anyone
his attentions on who he considers to be quite fastidious for a creature related to with Strength greater than 12 will have‘
the most powerful-and hence the most gnolls. He is simply following the orders no difficulty breaking away the seal with
dangerous-PC. It’s a giff‘s nature to fol- of his commanding officer, and knows a dagger. (If the PCs try this before the
low orders, even unto death, so Larbo nothing about Betz’s plan. ambush, Larbo will definitely do his ut-
will fight to the end. He will only consider Senior Crewmember (x6): AC 7; MV most to stop them.)
surrender if the ambushing Wasp is de- 12; F3; hp 11, 16,17. 19, 19.22; #AT 1; Inside the box, resting on a bed of
stroyed or driven off and he doesn’t think Dmg by weapon (heavy crossbow (2-5), black velvet, is the item. It’s a clumsily-
he can finish off the survivors aboard the long sword (1-8), dagger (1-4)); AL N; crafted cameo, depicting a profile that
PCs’ vessel. THACO 18. Senior crewmembers wear could just as well be a pig as a human. It
ring mail armor, and carry heavy cross- has value only to the most ardent of col-
bows plus long swords and daggers. lectors. (It’s an early work by someone
Wasp Crewmember (x9): AC 7; MV 12; F2; who later developed into a great artist. Its
The Wasp is “topped out” with addi- hp 4,6,6,7,9,9,10,1 I, 11;#AT I; Dmg only significance is as a historical piece.)
tional rigging which improves its Maneu- by weapon (long sword (1-8), dagger (1- The PCs might, if they’re very lucky, find
verability Class to C, and has a thickened 4)); AL N; THACO 19. Crewmembers another collector who might pay them
hull, decreasing its Armor Rating to 5. It wear studded leather armor, and carry up to 5,000 gp for the item. Alternatively,
is armed with a greek fire projector (crew long swords and daggers. In addition, they might try to ransom the item back
3) in addition to its heavy ballista. The each has access to a grappling hook. to one of the collectors involved in the
ship has an SR of 5. When it attacks, it
original deal. In this case, they might be
will do so from an angle that minimizes
the PCs’ chance of outrunning it. Tactics able to negotiate the price as high as
The Wasp is captained by one of Betz’s 10,000 gp.
Twostar’s tactics are simple. By the
most trusted lieutenants, a half-elf time his ship is in range, Larbo should
named Dorin Twostar, and helmed by a have immobilized the PCs’ vessel. Two- Concluding the Adventure
human mage named Ord Nellis. Twostar star will then order his ballista and greek Depending on the alignments and atti-
is assisted by his first officer, Harnakh, a fire projector to quell any resistance tudes of the PCs, they might either keep
flind. Its total crew is 18. The crew’s mo- aboard the target vessel, before board- the item for themselves (and try to ran-
rale (with one notable exception, men- ing. Once he has his hands on the sealed som it back, perhaps), or see their mis-
tioned below) is 14. box containing the item, he’ll kill anyone sion through and deliver it to its rightful
Dorin Twostar: AC 4; MV 9; F9; hp 46; left aboard the PCs’ vessel, plant the owner.
#AT 2; Dmg by weapon (long sword (1-8), dead body of a giff (dressed in a uniform Torgan Betz represents a bit of unfin-
wheel lock pistol (1-4)); Str 15, Dex 12, similar to Larbo’s, of course) that he’s ished business. There is enough indirect
Con 14, Int 13, Wis 11, Cha 1 4 AL L N brought along in his ship’s hold and evidence to implicate him in the goings-
THACO 12. He wears splint mail, and is leave the gutted ship to drift. (A day or so on. . . not enough for legal proceedings,
armed with a wheel lock pistol (ammuni- later, another ship owned by Betz will but probably more than enough to tempt
the PCs toward thoughts of revenge. If The dragon is 15 hexes from the ship. they have, she wants something more
they come gunning for Betz, however, he The space around the ship is dotted with from the PCs: their grovelling pleas to let
has dropped out of sight. Betz is an ideal 1-20asteroids. The DM can locate these them live. Throughout the encounter,
“nemesis” for the PCs, a “Napoleon of randomly, or place them specifically to she will taunt the PCs and play with
crime” around which many future adven- make the tactical situation interesting. them, enjoying their fear. (All in all, she’s
tures can be developed. (The final adven- (For example, the asteroids can be set in a highly unpleasant creature.)
ture in the book, “Cain,” again pits the static orbits which create a slalom course If the PCs seriously Challenge Starlight
PCs against Betz.) for both ship and dragon. In this case, (that is, if they manage to inflict 65 or
maneuverability becomes paramount.) more points of damage and look capable
of inflicting more), she will try to escape
Pirate-Wyrm to her asteroid lair. There she will recu-
Starlight Brilliant Glowing perate and plot out exquisitely vicious
Setting: Wildspace
Party: 4-6 characters, levels 7-9 Radiance plans for revenge against the PCs (Star-
Ship: Any (30 tons+ recommended) The creature approaching the ship is a light knows this asteroid field, and has
radiant dragon whose short name trans- been known to tail slap debris at ships to
Setups lates into Common as “Starlight Brilliant prevent pursuit-count as a giant’s boul-
Glowing Radiance.” The creature’s long der throwing ability). If escape is some-
The PCs have heard tales that a name is even more overblown, and how denied her, she will fight until
number of ships have gone missing in a would take several minutes to recite. She reduced to 30 hit points, then will surren-
certain area of space. They decide, or are is a rapacious creature who has recently der and try to buy her life with the loca-
asked, to investigate. The area in ques- chosen space piracy as the best way to tion of her lair and treasure hoard.
tion is within an asteroid belt. satisfy her greed. Her intention is to
The PCs are travelling through an “hold up” the PCs’ vessel. If they surren- Dragon’s Lair
asteroid belt (Le., the DM can drop this der and hand over all of their wealth(plus
adventure in at any time). grovel a bit), she will let them escape Starlight’s lair is a hollowed-out aster-
oid some distance from the site of the ’
with ship and skins intact; otherwise, she
There’s something disconcerting will destroy their vessel and pick what battle. The PCs can find it only by follow-
about having a chunk of rock as big as she wants out of the wreckage. ing the fleeing dragon, by extracting the
a good-sized castle hanging over you. The dragon is supposed to be a foe information from Starlight, or by means
Sure, intellectually you realize it isn’t that the PCs can just defeat, but only af- of scrying. It is roughly spherical, and
going to fall on you-the thing’s in or- ter a tough fight and only if they show about 400’ in diameter.
bit, like all the other asteroids around some tactical intelligence. The statistics The lair’s construction is simple and
you-but tell that to your stomach. . . given below should be used as a starting spartan. There’s a cave-like entrance 50
Your helmsman and navigator don’t point; the DM can increase or decrease feet in diameter (just big enough for the
seem to be enjoying it too much ei- them to match the particular party. dragon to enter with her wings folded),
ther. There’s just too much clutter in Starlight Brilliant Glowing Radiance which opens into a central cavern. Star-
space around here for their liking: too (radiant dragon): AC -2; MV 12, FI 48 light has hollowed out the entire asteroid
many things to run into. And it’s obvi- (B); HD 15;hp 113; #AT3 + special; Dmg to form a single chamber roughly 300’ in
ous that you’re limited to tactical 2-2012-2014-40(+7); SA breath weapon diameter. (This leaves walls 50’ thick.)
speed. Even if the helm let you reach (14d12+7 damage), spell use; SD 45% This cavern is in total darkness; it has a
full spelljamming speed, slamming magic resistance; AL CE; THACO 5. She fresh atmosphere.
into a city-sized chunk of rock at four currently possesses the following spells: Starlight has left a few magical sur-
million miles per hour isn’t a particu- light, faerie fire, command, cause fear, prises for anyone who tries to enter her
larly attractive concept. cause light wounds, sanctuay; charm lair. She has cast a glyph of warding on
“Captain!” someone yells. “Over person, enthrall, hold person, heat metal; the opening; the first non-dracoform
there!” continual light, starshine, glyph of ward- creature that tries to enter triggers the
You look where the crewmember is ing, pyrotechnics; protection from light- glyph and is the victim of a cause critical
pointing. There’s something large com- ning, spell immunity, produce fire, detect wounds spell. She has also warded the
ing out from behind one of the aste- lie; moonbeam, rainbow; fire seeds, blade entry with two wyuern watch spells (she
roids. Or maybe uncoiling from around bam‘er; sunray, fire storm. In addition, set these when she left her lair, 1 hour be-
it. Something that glitters and shim- she has the following innate abilities: re- fore her encounter with the PCs). In addi-
mers in the starlight as though made of store or corrupt air, Bigby’s interposing tion, a permanent magic mouth has been
diamonds. Huge, membranous wings hand, Bigby’s grasping hand, and shape- cast on the entrance. Any non-dracoform
extend, and a mouth big enough to change. Details are given in the Lorebook creature trying to enter triggers the
swallow ships stretches into what looks ofthe Void, page 73. The dragon’s body is dweomer, which yells loudly, in the red
uncomfortably like a smile. 225 feet long, with a tail 250 feet long. dragon tongue, “Intruders! Wake up, eve-
“Dragon!” you hear a voice yell, Starlight is highly intelligent as well as rybody!” (This is Starlight’s idea of psy-
and belatedly realize it’s yours. “Bat- highly evil, and she has an ego bigger chological warfare. There are no red
tle stations!“ than she is. As well as taking everything dragons within, although she’d be quite
glad if any intruders were scared off by story, should the PCs defeat the dragon.
the thought that there were.) They must also live to spend their new-
found wealth. The dragon might have captain seems to have but on thing on
family or acquaintances in the region. his mind . . . as usual.
Central Chamber “Battle stations!” you yell. “Again
Advantageous and patient pirates
The chamber is roughly circular. It has might also be staking out the area. . . . ” you sigh.
gravity on all surfaces, allowing the PCs Knowing that where there’s a dragon,
to use any surface as a floor. there’s a hoard, they could be waiting to The approaching ship is a Viking
The chamber is home to Starlight’s ambush anyone who has their hands on “Drakkar” or dragon ship (not to be con-
pets, two space drakes (AC 2; MV 12; HD it. Their rationale is: anyone who’s been fused with the Shou version from the
10, hp 34,50; THACO 11; #AT 2; Dmg 2- in a fight-even a winning one-with a SPELWAMMER’” boxed set). This vessel
16/1-12 (biteltail); S A breath, magic, radiant dragon won’t be in the best of has the following characteristics:
constriction; SD 30% magic resistance; shape to resist “sharing” all their prizes
AL N(E)). They are trained to attack in- with the pirates. Drakkar
truders on sight.
This chamber is where Starlight keeps
her rather considerable treasure hoard.
This is scattered around the chamber, se-
“Bloody Vikings. .. 99
Built By: Groundling humans
(Vikings)
Used Primarily By: Groundling humans
Setting: Wildspace
cured to the walls by gravity. The radiant Party: 4-6 characters, levels 6-8 (Vikings)
dragon’s hoard consists of four leather Ship: Any Tonnage: 15 tons
sacks containing 25,000 sp each (in- Hull Points: 15
tended for a dwarven forge, where they Crew: 8/15
would have been melted down); three
Setups Maneuverability
large chests containing 5,000 gp each The PCs have heard that shipping in Class: E
(literally a king’s ransom); an earthen- a certain region has been suffering the Landing-Land No
ware jar containing 750 pp (“requisi- ravages of pirates. Rumors claim that the Landing-Water: Yes
tioned” from a passing nautiloid); a small culprit is “Erik somebody,” one of the pi- Armor Rating: 9
locked chest containing 25 gems (base rates on the PCs’ bounty list. Saves As: Thick wood
value 100 gp); and another locked chest The PCs are travelling in wildspace Power Type: Major or minor
containing a matched set of 12 gem- (Le., the DM can drop this adventure in at helm
studded gold drinking goblets, each any time). Ship’s Rating: As for helmsman
worth 750 gp. Standard
Aside from all the other treasures, the You’re starting to think that this ad- Armament: 1 medium ballista,
PCs find the following: a scroll case con- venturing in space isn’t all it’s cracked crew 2
taining three scrolls (death fog; wizard up to be. Whatever happened to meet- Cargo: 7 tons
eye, auoidance, fabricate; phantasmal ing interesting new people for infor- Keel Length: 100‘
killer, uacancy); and a small chest con- mative and stimulating conversation? Beam Length: 15’
taining a girdle of hillgiant strength and a It seems that everyone you’ve met This particular vessel is equipped with
hat ofstupidity. Starlight knows that the lately, every ship you’ve encountered, a major helm and has SR 5. It is 8 hexes
magical items are of great value even has wanted to attack you. No “Pleased away from the PCs’ vessel, bearing loo
though she can’t use them. She’s cast a to meet you, where are you from?” to port.
glyph of warding on the scroll case and Just “Fire the catapults and board
the small chest. Triggering the glyph them!”
causes blindness. (A successful saving There’s another ship up ahead, and
Erik Bloodaxe
throw means the victim fights at -2 to it certainly looks like it’s on an inter- The world that Erik Bloodaxe came
hit for the next 2-8 rounds due to blurry ception course. Even at this distance, from was supposed to be non-magical.
vision.) you can see the sail going up and the Oh, certainly there were gods; Bloodaxe
ship beginning to accelerate. Just believed (at least partially) in one named
Concluding the Adventure wonderful. . . Odin, and sacrificed to him when he re-
There’s something about this vessel membered. But the gods seemed far re-
If Starlight Brilliant Glowing Radiance that looksa little different, though. It’s moved from the day-to-day affairs of
is defeated but escapes, future adven- not one of the standard configura- men. The skalds told epic tales of days
tures can develop around her attempts tions you’re used to seeing in wild- gone by, when gods still walked the earth
for revenge against the PCs. Likewise, if space. This one . . . it seems to be an and nothing was what it seemed. But
the PCs are defeated but survive, or if open ship, long, and narrow across those days had long since passed. At
they surrender, they can may later go the beam. And it’s got oars . . . a least, so thought Erik Bloodaxe.
hunting for the dragon. groundling vessel, for certain. Imagine his consternation when he
Finding the dragon’s lair and beating Groundling vessel or not, it’s still found a strangely dressed weakling of a
the guardians within isn’t the end of the man staggering aimlessly near the
wreckage of some kind of ship. Not that turous warriors, and set off to gain fame
shipwrecks were unusual; the fjords and fortune beyond the sky. That would
claimed their fair share of unwary vessels show the Council not to laugh at Erik
each year, particularly when the storms Bloodaxe!
came. But this shipwreck was twenty Of course, only the wizard could operate
miles inland! The ruined vessel might the helm, and Bloodaxe trusted him about
well have fallen from the sky. . . as far as he could spit a rat. Never was the
And that’s exactly what the stranger wizard out of easy reach, for the great Erik
said had happened, once they got over Bloodaxe could not become stranded in
the problem of common language. In the space, far from his clan who should sing
stranger’s world, ships flew through the songs of his glory when he and the Raven
sky, driven by people such as himself. returned from beyond the sun!
The stranger then claimed he was a wiz- All of this took place several months
ard who flew among the stars! ago. Erik Bloodaxe and his crew found
Bloodaxe of course wanted to see the pickings in space to be quite easy.
some proof of this. But the feebly-built Certainly, the other ships they met were
stranger could show him nothing, even more suited to the strange environment,
when Bloodaxe threatened him with his but what his small command lacked in
battle axe. He could only babble some- equipment and experience, they more
thing about “spelljammer after-effects,” than made up for in ferocity. Through
and ask if he could spend some time sheer audacity, Bloodaxe won several en-
studying his “spellbook.” gagements that he had no chance of
Though not terribly civilized, Bloodaxe even surviving. (One of those defeated
was by no means unintelligent. Erik ships “donated” the medium ballista he’s
quickly realized that-if the stranger was mounted in the bow.) Bloodaxe and his
telling the truth-this wizard could be in- crew will attack any vessel unlucky
credibly useful, or incredibly dangerous if enough to cross their path. Now it’s the
he managed to spend any time with this PCs’ turn. . .
spellbook of his. With almost negligent
ease, Bloodaxe took the spellbook away The Attack
from the wizard, and destroyed it then and
there on a fire, while the stranger looked Bloodaxe has learned much from past
on helplessly and wept. encounters, and his shipto-ship tactics
Bloodaxe took the stranger back are quite good. He will start off with a few
home, and slowly extracted the full story. shots from the medium ballista while his
Apparently the stranger had been visit. vessel is still closing. His crew has pre-
ing Bloodaxe’s world-one apparently pared the ballista ammunition by wrap-
well away from the established space- ping the heads of the bolts in oil-soaked
ways (whatever those were)-and had burlap, which are then ignited before fir-
crashed his ship when it was caught in a ing. As long as the ships are more than
storm. Luckily, the “spelljamming helm” one hex apart, the flames g o out before
was undamaged. Without that, and with- the missile hits (Bloodaxe still hasn’t f i g
out another strange item he called a ured out the atmosphere envelopes).
“portal locator,” the stranger could never Once they are in the same hex, however,
return to his world. and their envelopes are contiguous, the
A t first, Bloodaxe kept this strange bolt will stay alight. Bloodaxe usually
story to himself, and kept the puny wiz- gets one final shot in at this range.
ard out of sight. But then one day, when Bloodaxe then makes a shearing at-
the Council was meeting to decide the tack against the target vessel. He’s found
target of the next raid, Bloodaxe stood that his ship isn’t as maneuverable as
up and proposed that he command the many of his targets, and his intention is
Drakkar, and that he should take it be- t o narrow that gap by destroying the tar-
yond the sky! get’s rigging. Then he attempts to grap
The Council’s laughter banishing him ple and board. (During the boarding
from the hall, Bloodaxe swore to prove action, the wizard is taken along, since
himself a warrior not to be scoffed at. Af- it’s too dangerous to leave him behind.)
ter the wizard showed him how t o mount Bloodaxe takes no prisoners; all ene-
the “helm” in Erik’s Drakkar, Erik picked mies are killed, whether they surrender
his crew from the younger, more adven- or not (“enemies who surrender are not
worthy of life, anyway”). Once the enemy ship and cargo. A journey to return to a man-o’-war that is on a supply
ship has been stripped of everything that Lareth to the Forgotten Realms or a hunt mission.
Bloodaxe recognizes as valuable (which for spellbooks could open countless ad- The PCs are travelling in wildspace
doesn’t include most magic items other venturing opportunities. (i.e., the DM can drop this adventure in at
than weapons or armor), his men torch any time).
the enemy ship and set it adrift. The Raven
Looks like yotc’ve blundered right
The Vikings The loot that Bloodaxe has wrested
into the middle of something. Up
from his victims is piled haphazardly in
ahead, a semi-crystalline shape
Erik Bloodaxe: AC 7: MV 12; F9; hp the hull. (Eventually Bloodaxe intends to
catches the light as it maneuvers. An
70; #AT 2; Dmg by weapon (long sword take it home, but for now he’s having too
elven Man-0’-war-you’d recognize it
(1.8).handaxe(1-6));Str 15,Dex 13,Con much fun.) The Vikings’ hoard comprises
anywhere. The wings are rather asym-
14, Int 11, Wis 9, Cha 14; AL CN(E); 12,000 sp and 7,000 gp (loose, and rat-
metrical, though, and scorched.
THACO 10 (includes +2 bonus for feroc- tling around in the bilge); a velvet bag Maybe the thing ran afoul of a radiant
ity). Bloodaxe wears leather armor and hanging from a nail on the mainmast
dragon. Or maybe the elves just flew
shield; he wields a long sword + I (he containing 5 diamonds (1,000 gp base
the damn thing too near to a sun.
doesn’t recognize that it’s magical, just value ea.); a matched set of four gold
(Some elves you’ve met would be
that it’s “balanced nice”), and has a hand serving dishes (500 gp each); and a mith-
quite capable of doing that, just to get
axe on his belt. ril chime ofinterruption (Bloodaxe has no
a closer look at an interestingly-
Sven Onethumb: AC 7;MV 12; C2IF4 idea what it is, but it looks nice). There is
shaped sunspot.)
hp 18;#ATl;Dmgbyweapon(staff(l-6), also the ship’s portal locator (Lareth Eln
hammer (2-5)) or spell; Str 15, Dex 12, It doesn’t look as though the elves’
will claim that this is his and that the PCs
current opponent burned the wings,
Con 13, Int 11, Wis 12, Cha 13; spells: shouldn’t take it).
shillelagh (x2);AL CN(E); THACO 15 (in- however; it doesn’t seem to be a fire-
user. But the other vessel is definitely
cludes + 2 bonus for ferocity). Sven Concluding the Adventure getting the upper hand in the skir-
wears leather armor and shield; he car-
Until they are all killed, thevikings will mish.
ries a staff and a hammer. Around his
continue to terrorize the spaceways. It’s a Squid-ship, painted a glaring
neck is the holy symbol of the Norse god
Even if the wizard Lareth Eln is killed or red. (Something a little odd about its
Modi (a sword and hammer, crossed).
escapes, Sven Onethumb the cleric can shape and rigging . . . ) It’s involved in
Crewmember (x12): AC 7; MV 12; F3;
serve as spelljammer (although the a stern chase with the Man-o’-war,the
hp4,7,10,10,11, 13,13,13, 15,17,17,
ship’s SR drops to I, making the Raven elven vessel doing its best to outrun its
19; #AT 1; Dmgbyweapon(battleaxe(1-
considerably less threatening). Future enemy (interesting!), and not doing a
8). warhammer (2-5), long sword (1.8).
adventures can develop around hunting good job of it, either. The Squid-shipis
dagger (1-4)); AL CN(E); THACO 16 (in-
down these bloodthirsty Vikings, should firing a continuous barrage of large
cludes +2 bonus for ferocity). They wear
they survive. boulders, many of them finding their
leather armor and shields. Five wield
If the PCs rescue Lareth Eln, he’ll obvi- mark. (Gods, what a rate of fire! How
axes, four carry hammers, and three use
ously be very grateful. He may want to go many catapults are aboard that thing?)
long swords. All have daggers as second-
home, back to Sembia in the Forgotten As you watch, a flitter lifts off from
ary weapons.
Realms, where he’ll give up the space- the castle deck of the Man-o’-war.
Bloodaxe, his cleric, and his crew are
faring life and maybe raise chickens or (Readying for a suicide run? How else
true berserkers. Before a battle, they
something safe. The only way he can get could it hurt the Squid-ship?)The tiny
work themselves into a rage. In this con-
home, however, is to persuade the PCs to vessel maneuvers hard, jinking back
dition, they will attack anything that
take him.. . and forth to make itself a tough target.
moves (except each other-they’re not
The Squid-shipsees it. One boulder
that crazy) and will fight until dead,
misses, then another. But the third
never checking morale.
Lareth Eln: AC 10;MV 12;WIO; hp 12;
Fire and Ice strikes it squarely. The flitter disinte-
Setting: Wildspace grates in a ball of flame. (You were
#AT 1; Dmg by weapon or spell; Str 8,
Party: 5-6 characters, levels 6-8 right. Suicide run, packed with greek
Dex 10, Con 9, Int 15, Wis 11, Cha 11;
Ship: Any of 20 tons or more fire.)
spells: none: AL N; THACO 17. Lareth
Another two boulders strike the
Eln is the wizard unlucky enough to
Man-o’-war, smashing off one of the
crash his craft near Bloodaxe’s home. He Setups elven vessel’s arching wings. The
is unarmored and unarmed, and has no
The PCs have learned that shipping in Man-o’-war, totally out of control,
spell book. He will do whatever it takes to
a certain region has been suffering the rav- starts to tumble as the Squid ship
keep himself alive.
ages of pirates. Rumors indicate that the moves in for the kill . . .
At the DM’s option, Lareth may wrest
himself from Bloodaxe and defect to the vessel doing the damage is called the
PCs. Lareth may beg for his life in ex- Frostbe (one of the ships on the PCs’ list). If the PCs don’t get involved, the
change for information about Bloodaxe’s The PCs are commissioned by the Squid-ship will totally destroy the Man-
elven Imperial Navy to carry a message 0’-war and kill every remaining member
of its crew. If they want to save the elves, Dmg 1-8 or 2-16+9 or by spell: spells: each, currently being used as blankets):
they must defeat the Squid-ship them- command, cause fear, cause light and a pair of winged boots (MV 24 (D)).
selves. wounds; enthrall, hold person, spiritual There are 8 boulders stacked on the
The Man-o’-war is 8 hexes directly to hammer; prayer, pyrotechnics; produce forecastle and 6 on the stern castle; the
port of the PCs’ vessel, heading in ex- fire; magic missile, chill touch; fog cloud; others were expended in the battle with
actly the same direction. The Squid-ship SA hurling rocks for 2-20;SD impervi- the Man-o’-war.
is two hexes behind, with the same head- ous to cold: AL CE; THACO 5. Hoarfrost Although Hoarfmst is perhaps too dim
ing. The Man-o’-war is totally incapaci- is a witch doctor (C71w3). Although he to recognize a losing proposition until
tated due to spelljammer shock, and hates to take orders, he has to admit it’s too late, the fire giants won’t fight to
slowing: the Squid-ship has SR 3 and Ma- (grudgingly) that Dav Firestorm is the death. Instead, they’ll surrender . . .
neuverability Class E. smarter than he is, and that everything’s and wait for a chance to turn the tables
The crew of the Squid-shiphas spotted worked out very well with Dav in charge. on their diminutive captors.
the PCs’ vessel. If the PCs remain on their Hoarfrost keeps his pet aboard-a winter
present course, the Squid-ship will go wolf pup he calls Blizzard. Man-o’-war
ahead with its intention of destroying the Blizzard (winter wolf pup): AC 5; MV
Man-o’-war. If the PCs change course and 18;HD4;hp12;#ATl;Drng2-5:SAfrost Depending on alignment and attitude,
begin approaching, the Squid-ship will breath(2-12 points of damage, 5’ range): the PCs may decide to help the elven ves-
gladly change targets and attack them too. AL NE; THACO 15. The pup is loyal to sel or finish it off and loot it themselves.
Hoarfrost, and follows his orders. It will The surviving elves aboard the Man-0’-
war recognize the two options, so they’ll
The Frostfire give its life for its master. He is less than a
be watching the PCs most carefully if
year old, and is only 5 feet tall.
The Squid-ship has been extensively they approach.
modified to meet the needs of its crew: The rigging of the Squid-shiphad to be The Man-o’-warhas been reduced to 12
two fire giants and one frost giant. The modified to allow room for a crew of gi- hull points. Damage to its wings has
giants were originally taken into space ants (this has dropped the vessel’s Ma- dropped its Maneuverability Class to E.
by an ambitious (but somewhat unwise) neuverability Class to E). In addition, the The last hit from the giant vessel caused a
neogi, who was soon killed by his over- entire main deck has been torn out (for critical hit and spelljammer shock; thus
sized slaves. Though unaccustomed to extra headroom), as have the bulkheads their primary helmsman is in a coma.
space, the giants “acquired’ the Squid- in the cargo deck. Giant-sized ladders There is a back-up helmsman who can
ship, which they called the Frostfire, and have been installed so the creatures can take over, but it takes ld8 rounds for the
took up the career of pirates. For the lastreach the forecastle and stern castle. The him to get to the helm. As soon as the ves-
several years, they’ve been doing rather ship’s major helm has been moved below sel is under power, it heads away from the
well at it. to the cargo deck, just for’ard of the miz- battle with a rating of 2. The jettison and
They are casually brutal about the zenmast. The helm itself has been modi- the starboard ballista have been put out of
business of piracy. They use their rock- fied, too-mainly through tearing away commission by boulder hits: the port bal-
throwing abilities to counter the maneu- the arms and back-so Clira can squat lista and the medium catapult are still
verability of their targets. Once the on it (somewhat precariously). Finally, fully functional. Since the catapult is on a
enemy is slowed or immobilized, they the catapults and ballistae have been dis- rotating turret, it can keep the PCs’ vessel
grapple and board, using their superior carded. (The giants each have the range targeted while the Man-o’-war is pulling
weight and strength to their best advan- and effect of a light catapult (and consid- away.
tage. The giants take no prisoners, and erably better THACO), and they can If the PCs make any hostile moves, or
usually torch the gutted ship once throw one boulder per round.) moves that could conceivably be mis-
they’re done with it. Blizzard, the winter wolf, lives below taken as hostile, the Man-o’-war opens
on the cargo deck (he’s incapable of fire. If the PCs communicate peaceful
Dav Firestorm (fire giant): AC - 1; MV making it to the upper decks unless one intent-by matching courses rather than
12; HD 15+2-5; hp 77: #AT 1; Dmg 1-8or of the giants lifts him). intercepting, or by hailing, etc.-the
2-20 + 10;S A hurling rocks for 2-20: SD The cargo deck is also where the fire Man-o’-war will stop and wait for the
resistant to fire: AL LE; THACO 5. Dav is giants sleep. There are two large sleep- other vessel to pull alongside. (The elves
the captain of the ship. ing pallets. The frost giant claims that he really need help, and they’re in no condi-
Clira Firestorm (fire giant): AC -1: prefers to sleep under the stars and he tion for another battle.)
MV12;HD15+2-5;hp78:#ATl:Dmgl- usually slings a huge hammock between The crew of the Man-o’-war is down to
8 or 2-20+ 10 or by spell: spells: none: the mainmast and mizzenmast. 12. Many were killed in a run-in with a
S A hurling rocks for 2-20; SD resistantto The giants’ loot is stashed for’ard in rogue celestial dragon (perhaps the one
fire; AL LE; THACO 5. Clira is Dav’s sis- the cargo deck. They have amassed the from the adventure “Pirate-Wyrm” and it
ter: she is a shaman of 6th level, and is following: 6,000 sp and 2,000 gp (in was in this engagement that the vessel’s
the ship’s helmsman. Because of the sacks); a small obsidian box (250 gp wings were fire-damaged.) Several more
after-effects of spelljamming, she cur- value) containing an elaborate diamond were killed in the giants’ bombardment.
rently has no spells. necklace (5,000 gp): four magnificent The elves have collected the 32 bodies
Hoarfrost Crystalspear (frost giant): carpets of elven manufacture (750 gp and laid them out respectfully in the
AC 0; MV 12: HD 14+1-4; hp 70;#AT 1;
cargo hold (area 3 on the main deck); crew’s morale is still high (16), though
their intention is to “bury them in space” this is due to their sense of duty and dis-
with all ceremony as soon as possible. cipline, not fighting spirit. They support
The vessel, which is named Spar- their captain’s intention to scuttle the
rowhawk, is under the command of C a p ship before letting it fall into enemy
tain Adrin Willowleaf of the Imperial hands (although they’ll certainly do their
Navy. His second in command is Ser- best to make sure they’re not aboard
geant Berl Mooncrest. The currently when that happens).
comatose helmsman is Pilot/Wizard
Marta Mornstar; the back-up helmsman The Man-o’-war’s mission was to de-
is Pilotiwizard Tel Astrid. liver a supply of greek fire and smoke
powder to an elven Armada. The cargo
Captain Adrin Willowleaf: AC 1; MV 6; holds are filled with these unstable sub-
F10; hp 62; #AT 3/2; Dmg by weapon stances. There is enough greek fire liq-
(wheel lock pistol (1-4), dagger (1-4)): Str uid for 100 shots from a standard
13, Dex 12, Con 13, Int 13, Wis 12, Cha projector; the liquid is stored in small
14; AL CG; THACO 11. Captain Willow- casks. Large oak barrels contain a total
leaf wears an elaborately ornamented set of 200 charges of smoke powder
of full plate armor; he carries a long (enough for 20 bombard shots). If de-
sword + 1, a dagger and a wheel lock pis- tonated, the cargo will cause 3-30 (3d10)
tol (enough ammunition for 6 shots). Wil- points of hull damage to any ship within
lowleaf is a proud commander, and will 1 hex of the Sparrowhawk’s final posi-
not allow his vessel or its cargo to fall tion. Anyone on board the Sparrowhawk
into non-elven hands. If it looks as will be killed instantly.
though defeat is unavoidable, he will
scuttle his ship by detonating the stock-
pile of greek fire and smoke powder in Concluding the Adventure
the cargo bay. If the giant-manned Frostfire escapes,
Sergeant Berl Mooncrest: AC 4; MV it will continue its career of ravaging the
9; F7; hp 27; #AT 312; Dmg by weapon spaceways. Future adventurescan be de-
(long sword (1-8), dagger (1-4), light veloped around hunting it down.
crossbow(1-4)); Str 14, Dex 13, Con 11, The cargo aboard the Sparrowhawk
Int 12, Wis 12, Cha 13; AL CG; THACO was important enough for the Man-o’-war
14. Sergeant Mooncrest wears banded to be kept under observation via scrying
mail; he carries a long sword, dagger and devices. If the PCs assist the crippled el-
light crossbow. ven ship toward its destination (an elven
Pilotiwizard Marta Mornstar: AC 10; Armada currently tethered to the Royal
MV 12; W12; hp 28; #AT 1; Dmg by Docks of the Rock of Bral), the Imperial
weapon or spell: Str 9, Dex 11, Con 11, Navy will know about it, and will send an
Int 16, Wis 12, Cha 12; spells: none; AL undamaged Man-o’-war to intercept the
CG; THACO 17. The pilot/wizardis unar- PCs. This vessel will convey the official
mored and unarmed. She is currently in thanks of the Navy and will take over es-
a coma from spelljammer shock, and will cort duties, allowing the PCs to g o on
remain so for 1-4days. their way. As well as that of the Navy, the
PilotiwizardTel Astrid AC 10; MV 12; PCs will have earned the personal grati-
W5; hp 8; #AT 1; Dmg by weapon (dagger tude of Captain Adrin Willowleaf.
(1-4), dart (1-4)) or spell; Str 10, Dex 10, (Whether this gratitude converts into
Con 11, Int 14, Wis 11, Cha 12; spells: anything of monetary value is entirely up
none; AL CG; THACO 19.Astrid wears no to the DM.) Now that the PCs are known
armor; he carries a dagger and three and respected by the Imperial Fleet, fu-
darts. Since he is in contact with the ture adventures can certainly develop in-
spelljamming helm, he has no spells. volving them in the elves’ plans.
Crewmember (elf; x8):AC 5; MV 9; F2; If, instead, the PCs finish off the elven
hp4,5,5,7,9,9, 12, 15; #AT 1; Dmg by ship, the Imperial Fleet will also know
weapon (long sword (1-8), dagger (1-4)): about it. Descriptions of the PCs and
AL CG; THACO 19. The standard crew- their vessels will be disseminated among
members wear chain mail and carry long the elven Fleet, and the PCs might find
swords and daggers. Four also wield themselves the target of unprovoked at-
short bows. Despite great losses, the tacks by elven vessels in the future.
end over end (one revolution every min- The doors to the forward and aft pas-
Violent Death ute), its heading keeps changing. It is not sages have been smashed off their
Setting: Wildspace moving relative to your vessel. hinges, and the frames show the marks
Party: 5-6 characters, levels 7-10 of multiple axe blows.
Ship: Tradesman or equivalent The Sculpin
If the PCs want to investigate, it’s an
Cargo Deck
Setups easy matter to bring their ship near to the 1. Bridge.
The PCs hear rumors that a large pi- stationary Tradesman. The only potential
rate vessel is attacking shipping in a cer- problem relates to boarding: the dead Deck and bulkheads are charred as
tain area. These are second-handrumors vessel’s slow tumbling means its gravity though a fire burned here for several
only: no actual victim of one of these at- plane is moving relative to the PCs’ ship. minutes before going out. The star-
tacks is available for comment. (Could Even this should pose little problem as board “eye” porthole is shattered. A
this mean that the whole thing is a lie. . . long as the boarding party carefully syn- brass tube lies on the deck, a tube
or has no one who’s met up with this ship chronizes its entry into the Tradesman’s with a massive dent in it, as though
lived?) atmosphere envelope. Once the party is somebody used it as a weapon. As the
The PCs hear rumors that a ruined aboard the Tradesman, of course, the weakened deck shifts under your
ship-a prime target for salvage-is ship’s motion is immaterial. weight, the tube rolls and you can
drifting in a certain area of wildspace. Use the ship plans from the “Trades- hear a tinkling sound from within it.
The PCs are travelling in wildspace man” card in the SPELLJAMMER”
and stumble upon an inert ship (i.e., the boxed set. All areas in the following de- The tube is, of course, a telescope,
DM can drop this adventure in at any scription correspond to the numbered used in desperation as a weapon by the
time). areas on the plans. navigator. There is nothing else of value
The ship is in total darkness. The ves- or interest left on the bridge.
There’s no warning. One moment sel’s air envelope is fouled. Although the
your ship is sailing along at full spell- DM shouldn’t mention it expressly, there 2. Companionway.
jamming speed: the next, you feel the is no one aboard the Tradesman, and
subtle internal shift that means you’ve there are no corpses. A notched battleaxe is imbedded
dropped to tactical speed. You glance deep into the wood of the mainmast
at the helmsman, who’s even now con- Main Deck . . .just at neck height, as though the
versing with the navigator. Both look intended recipient of a mighty blow
at you and shake their heads. None of The deck is littered with debris: had ducked out of the way just in
their doing. shards of rigging, splinters of wood, time. The leather-bound handle bears
The lookout’s call answers the here and there a broken crossbow bolt scratches and striations that could
question you’d been about to pose: or a shattered sword. Small chunks of have been made by strangely-
“Object hard a-port!” You lean over rock grind underfoot (projectiles from designed mail gloves . . . or by claws.
the rail and strain your eyes. a jettison, perhaps, or maybe frag
It takes you a moment to spot a ments of a catapult missile). The hard- Anyone with a Strength of 16 or more
Tradesman, topped out with extra rig- wood deck is blackened in several can extract the axe from the mast. The
ging for additional maneuverability, places, as though lanterns were weapon is notched, but still usable. The
but totally inert: no running or naviga- dropped or shattered, spreading burn- axe head itself is of an unfamiliar design.
tion beacons, no lanterns, no light ing oil over the planks. And in more (Anyone with the nonweapon proficiency
spilling through the large “eye” port- than half a dozen places are large of ancient history or weaponsmithing
holes. And no movement. No con- stains that could only be blood. The may roll a proficiency check. A success-
trolled movement, at least. As you catapult in the bow is loaded, and the ful roll means that they recognize the de-
watch it for a moment, you notice that compartment holding the shot is al- sign as one common several hundred
the vessel is tumbling slowly. most empty. In contrast, the stern- years ago on a planet in this shell.)
The range is extreme for a good mounted ballista is shattered (it looks
look-1.200 yards: any further and as though an over-eager crewman 3. Chartroom.
you would have blazed by the Trades- “dry-fired” the weapon without a mis-
man at 4 million miles per hour-but sile properly loaded, and the stress The maptable is shattered, and the
as you strain your eyes you can pick tore the device apart). charts are strewn everywhere. A dark-
out a few more details. Much of the The conclusion is obvious: the bladed daaaer lies in the far corner.
vessel’s extra rigging is torn and splin- Tradesman was fighting for its life and
tered, and a spanker fin is almost to- it seems to have lost. The dagger blade is covered with a
tally ripped away. And isn’t that a hole
substance that could be dried blood.. .
smashed in the small vessel’s hull? The forward catapult is usable and can if blood were black and smelled of putre-
be salvaged if the PCs want to invest the faction.
The Tradesman is at a bearing of 90° time. Five catapult rocks and three bal-
to port, even along your gravity plane. lista missiles remain. Nothing else usa-
Since the Tradesman is tumbling slowly ble can be salvaged.
4. Captain’s quarters. and sword-strokes-lies directly in-
ropes. Certainly, some of the pieces of
wood have come loose. But all in all, side. Crossbow bolts are embedded in
the cargo is undisturbed. the inside of the bulkhead, obviously
ended and thrown against the bulk- What in Hades is going on here? shot at figures coming through the
head. Slashes and hack-marks in its shattered door. The helm itself-an
wood imply that somebody tried to Both holds are loaded, containing the ornate throne with wide arms and an
use it-unsuccessfully, it would 3 tons of honeywood described in the intricately-carved back-is intact, al-
seem-as a shield. Against the far ship’s log, distributed evenly between beit very blood-stained.
bulkhead is a small desk. the holds to balance the vessel. There’s
no evidence that anything has been The ship’s minor helm is still func.
The desk is secured with a simple lock taken. tional; it is the ship’s only power source.
( + 15%chance of picking it). If no thief is There is evidence that there’s been Partially concealed behind the helm is a
available, a blow from a blunt weapon some trouble below, however. Lying on chest containing the personal belong
that inflicts 3 or more points of damage the deck, against the port hull, is a ings of the Sculpin’s helmsman. Along
will smash the desk open. human-sized helmet that has been with spell components and a holy sym-
The desk contains the ship’s log, a staved in by a powerful blow from a mace bol to the god Pholtus of Greyspace,
leather bound book. If the characters or hammer. there is a small velvet bag and a note-
spend three or more rounds perusing the The port hold has a huge hole torn in book.
log. they’ll find that the Tradesman is the hull, as if by a heavy catapult missile. The bag contains a circlet woven from
named the Sculpin, and that its captain is platinum wire with a browpiece of ala-
a human named Darathon. From re- 8. Sail Locker. baster; its apparent value is approxi-
cords, they can determine that the mately 6,000 gp. If detect magic is cast
Sculpin is an honest Tradesman, and has on it, it radiates a strong aura of abjura-
never been involved in piracy or smug- The door hangs from one hinge,
and the rolled canvas within is torn tion and necromancy. The circlet allows
gling. The log also tells the PCs the its wearer to cast Serten’s spell immunity
Sculpin’s current destination and last once per day and hold undead three‘
port of call. (The DM must determine times per day, each at the 16th level of
these depending on circumstances. For From the evidence of a struggle
within, it appears that a member of the ability. The circlet was created by a
example, a log entry might read “Ten wizardlpriest who worshipped the god
days out of Ginsel in Greyspace, on Sculpin’s crew tried to hide in the sail
locker, but was found by the raiders who Seker (Egyptian pantheon), to aid his fol-
course for the Tears of Selune in Realm- lowers to seek out and destroy powerful
space.”) The ship’s cargo is listed as 3 had boarded the vessel.
undead. Its powers are linked to the pres-
tons of honeywood, a softwood favored ence of powerful undead: it only be-
for works of art, worth 7,000 gp per ton. 9 and 10. Crew quarters.
Hammocks used to hang from hooks comes functional when it is within 100
In addition to the log, there is a small, yards of a lich, vampire, or equally pow-
locked wooden box. Inside is a small vel- on the bulkheads and overhead, but
most have been cut down. There is noth- erful undead. Until such a time, it is inert,
vet bag containing 4 gems (base value and its wearer gains no knowledge of its
500 gp), and a tiny painting framed in ing of value remaining in either room.
powers. When such a powerful undead
gold (10 gp value for the frame). The draws near, however, the wearer immedi-
painting depicts a rather handsome 1 1. GalleylKitchenlPantry.
ately becomes aware of the circlet’s
young man with straw-colored hair and powers and history. The circlet was cre-
beard, and bright green eyes, next to a The floor is covered with food and ated to deal with one major undead crea-
young woman with very similar features. broken crockery, both of which fell ture only. Once a lich or vampire has
(It’s the captain, Darathon, and his sister, from shelves along the bulkheads been destroyed using the power of the
a s the PCs might easily guess.) when the ship was struck. A table lies circlet, t h e item crumbles t o non-
smashed and overturned against a magical platinum dust (worth 500 gp).
5 and 6. Locker E HeadlStorage. cast iron stove set against the hull. A The notebook details how thesculpin’s
Both rooms contain the usual brica- heavy cleaver is buried in the bulk- helmsman, a priest named Greybriar,
brac needed to run, maintain and repair a head next to the door: evidence of a bought the circlet from a mind flayer
ship: ropes, spikes, belaying pins, etc. missed throw. trader who apparently was unaware that
There is nothing of value. the item was magical. Greybriar’s notes
go on to explain that he tried to deter-
7 . Cargo Holds. 12. Helmsman’s quarters. mine its powers and significance, but
with little success. All he knows for sure
As you look into the dark space, Unmistakable signs of a pitched is that it has something to do with death
you expect to find the holds empty. battle here, as though the surviving magic. Since such an item might be evil,
(Of course they’ll be empty. The ship crew chose this place to make their fi- he has sworn never to experiment with it
was raided and pillaged, wasn’t it?) nal stand. The door is smashed from himself, lest he put his immortal soul in
But no, the holds contain stacks of its hinges, and a heavy couch- peril.
wood, still secured to the decks with bearing evidence of two score axe-
Death Ship. .. or incapacitate the PCs’ vessel before it
undertakes boarding operations. It will
Any ship she encountered she at-
tacked, no quarter asked nor given, us-
Exactly 30 minutes after the PCs use the tactics most appropriate to the ing all her intelligence and all her
encounter the Sculpin, the lookout spots vessel it is fighting. Perhaps surpris- magical power (let the demigods dare to
another vessel approaching. When first ingly, it will not flee or turn aside even if accuse her of not employing best ef-
sighted, its bearing is 165O starboard(a1- the PCs’ vessel obviously overmatches forts). She never bothered to plunder the
most directly astern) and 30° below the it. It will even attack a flotilla of vessels. vessels she defeated (what value has loot
gravity plane of the PCs’ vessel. It is on to her?).
an interception course with the PCs’
ship, and is travelling at 6 hexes per
. . .And Those Aboard Her At first, she would let survivors go. But
as the decades began to weigh upon her,
round. The Nex is a “death ship,’’ captained by her sanity started to slip and her align-
a lich and manned by 50 undead (it ment changed. Where once she had been
The approaching vessel is a doesn’t matter that this is over the ship’s Chaotic Good, she now grew more and
topped out Galleon with multiple standard capacity, because undead need more evil. Her behavior changed, too: in-
banks of sails set. A s the range no air). All aboard the vessel will fight un- stead of sparing survivors, she would
closes, you can see figures in the rig- til they are totally destroyed. slay them all, and the demigods would
ging, adjusting the canvas to fine- animate them to fill out her crew (why let
tune the ship’s course. There’s Manara the Lich others live when she could never again
movement on the decks, and star- taste life?).
The captain and helmsman of the Nex Her hope is to meet up with a vessel
light glints off metal.
is a female lich named Manara. A power- she can’t possibly destroy: an elven ar-
ful mage and an intrepid explorer of the mada, for example, or a neogi deathspi-
The ship matches the standard Gal- Flow during her life, she became a little
leon description in the SPELWAMMER” der . . . perhaps even the Spel/jammer
too arrogant for the tastes of several itself. But, whether through plain luck or
boxed set, except as follows: demigods. She intruded on a sphere that
The two medium ballistas on the forecas- the manipulations of the demigods, the
these demigods had reserved for their Nex never ran into anything it couldn’t
tle have been replaced with two heavy own recreation. When informed of her in-
catapults, while the light catapult on the handle. Until possibly now . . .
fraction, she merely laughed and re- (Unknown to Manara, one of the demi-
stern castle has been joined by two me- jected their “pact” in the interests of
dium ballistas. On each side of the main gods she offended has started to take
exploration. pity on her. He can’t back out of the pact
deck, level with the mainmast, is a heavy In retribution, the demigods arranged
ballista and a light ballista. These light with the others, but he can secretly aid
for Manara and her crew to be slain by a Manara. It was this demigod, in the guise
ballistas are loaded with grappling shipload of giff which happened along,
hooks, while the heavy ballistas are of a mind flayer, who sold Seker’s circlet
and then laid a curse on her which turned to Greybriar, the Sculpin’s helmsman,
loaded with standard ballista missiles. Its her into a lich. Her crew they animated as
extra sails improve its maneuverability and then guided the Nex to the Sculpin.
ju-ju zombies. In addition, the demigods His hopes that Greybriar would use the
class from F (one class worse than usual agreed among themselves that she could
because of its crew) to E; as a conse- circlet to defeat Manara came to naught.
only achieve final oblivion-which But now the PCs have arrived on the
quence, its minimum crew is 30 instead Manara would have greatly preferred
of 20. scene, and once more there is hope.)
over undeath-by dying in a glorious
The vessel is powered by a major helm battle with another ship. If Manara didn’t Manara the Lich: AC 0; MV 6; HD 14;
and has a SR of 7. play along with the rules-if she decided hp 60; #AT 1; Dmg 1-10: SA fear, paraly-
The hull of the ship is painted blood- to simply ram an asteroid, for example, sis, spell use; SD spell immunity, + 1 or
red above the “waterline” and space- or if she didn’t employ her best efforts(in better magical weapon to hit; AL CE;
black below. Anyone using a telescope the demigods‘ estimation) during the THACO 7. Manara has retained her hu-
or other vision enhancement device will battle-the divine beings would simply man appearance better than most liches.
see the name of the ship painted in black wish her back into existence, still in her Her long dark hair remains, in patches,
on its bow: Nex. A character with a non- lich state. This, they decided, would be and her face and hands are still covered
weapon proficiency involving languages good punishment for her arrogance and with skin (albeit skin stretched tightly
can make a proficiency roll with a -2 worth a chuckle as well. over bones). Sullen red lights glow in her
penalty to recognize the derivation of the At first, not believing the demigods, eye sockets. She wears a tattered red
name: it comes from a largely-forgotten she provoked other vessels until they at- robe of a fashion worn three centuries
human tongue and means “violent tacked, and then just did nothing until ago by explorers of noble birth. At her
death.’’ they destroyed her. In each case, how- hip is a jewel-encrusted dagger (value
The Nex has one intention: to attack ever, the demigods wished her back into 750 gp).
the PCs’ vessel and slay everyone on existence as they promised. When she fi- Since she is the NexS only occupant
board, regardless of cost to itself. Its nally came to believe that her only es- able to use the spelljamming helm, when
captainlhelmsman is exceptionally in- cape would be to meet the demigods’ the PCs first encounter her she is incapa-
telligent, and the vessel’s tactics will re- conditions, she went on a rampage ble of spell use (a side effect of the helm).
flect this. The Nexwill use its high speed across the spaceways, the likes of which Should the PCs stay in the vicinity for
and considerable firepower to its best had rarely been seen. more than 24 hours, however, Manara
advantage, trying to seriously weaken
shots will be targeted at the ship itself,
hoping to damage the rigging and de-
crease maneuverability, or even cause a
critical hit. As the Nex closes, the shots
will be targeted at crew on deck, concen-
trating on characters that look particu-
larly “tough” (i.e. figures wearing plate
mail and carrying battleaxes rather than
unarmored sailors with daggers).
All of the Nex’s weapons are fully
manned: 5 zombies each for the two
heavy catapults, one for the light cata-
pult, 4 each for the two heavy ballistas, 2
each for the two medium ballistas, and 1
each for the two light ballistas, for a total
of 25 crew. That means 22 ju-ju zombies
plus the umber hulks and neogi are free
for other activities. Twenty of these are
armed with light crossbows, as men-
can cast the following spells: chill touch, Ju-ju zombie: AC 6; MV 9; HD 3 + 12; tioned above, and will begin firing when
detect undead, burning hands, enlarge, hp 15-42; #AT 1; Dmg 3-12 or weapon; the ships get close enough.
spider climb; spectral hand, Melfs acid ar- AL N(E); THACO 15. The ju-ju zombies When the ships are in the same hex,
row, darkness 15’ radius, fog cloud, shat- are armed with a variety of weapons: the the Nex will attempt to grapple. The light
ter; feign death, hold undead, uampiric typical range you might find on a pirate ballistas will be used to fire grappling
touch, fly, wind wall; contagion, enema- ship (swords, axes, etc.). Fifteen are hooks, while 10 of the zombie crew will
tion, fire shield, polymorph other; animate armed with light crossbows (dmg 1-4), assist by throwing grappling hooks of
dead, magicjar, summon shadow, teleki- and ten carry wheel lock pistols (dmg 1- their own. As soon as the PCs’ vessel is
nesis; death spell, disintegrate; finger of 4). All are competent at handling the r i g successfully grappled, the zombies will
death. In addition to her own magical ging and at operating the ship’s heavy leave the heavy weapons, and all of the
powers, she wears a ring of the ram (32 weapons. Their instructions are to de- Nex’s crew will try to swarm aboard the
charges) and carries a wand of magic stroy all living beings in any way possi- enemy vessel.
missiles (45 charges), both of which she ble. At this time, since propulsion is no
can employ once away from the helm. Among the zombies is one that the longer needed, Manara will leave the
If she thinks that the PCs actually have PCs might recognize: a young, hand- helm and come up on deck. She will not
a chance of defeating her, Manara will some man with straw-colored hair and leave the Nex, but will use her magic
fight all the harder, just to make sure that beard, green eyes. . . and a lethal sword- items to maximum effect. Note that her
the demigods can’t accuse her of “pull- cut to the head. He is, of course, ring of the ram will be very effective
ing her punches.” Darathon, captain of the Sculpin. against characters in the rigging, or
As with all liches, Manara’s life es- (Darathon is no different from the other fighting near the ship’s rails. (Characters
sence is stored in a phylactery. In her zombies. He’s included here to satisfy who fall overboard will probably be un-
case, however, she has no reason to hide the PCs’ curiosity about what happened able to get back into the fray. Should the
it. Instead, she wears it openly around to the Sculpin.) Nexwin, Manara will order her crossbow-
her neck a pendant with a cheap glass Umber hulk zombies (x2): AC 2; MV 6; men to slay any who’ve fallen over-
“gem” (all she considers her existence to HD 9+8; hp 55, 61;#AT 3; Dmg 3-12/3- board.)
be worth). This gem radiates a strong 12/1-10;SAconfusion;ALN;THACO 11.
aura of magic, tinged with a hint of Like other zombies, the umber hulks are The Nex
Manara’s personality. slow, and always attack last in a round.
Neogi zombie: AC 3; MV 6; HD 6; hp Below decks, the ship is in total dark-
The Hex is manned by 50 ju-ju zom- 28; #AT 3: Dmg 1-4/1-411.8;SA slowing ness (Manara and the zombies have no
bies, animated by Manara or by the poison; AL N; THACO 15. Although dead need for light). In general, the parts of the
demigods who cursed her. The majority and animated as a zombie, the neogi re- ship not required for maneuvering or
are humans and demihumans. Several, tains some of its race’s personality: given fighting are very badly maintained: the
however, are different kinds of creatures. the choice, it will always hang back from decks are scarred and cracked, some of
Some decades ago. Manara came upon a combat, by preference sheltering behind the bulkheads have dry rot, and there is
single neogi with two umber hulk slaves the protective bulk of the umber hulks. dust everywhere. There is little of value
in a damselfly. . . easy prey for the Nex. anywhere on the ship (except as speci-
fied below).
These three unusual zombies are among Tactics The numbers in the following descrip-
Manara’s crew.
A typical crewmember has the follow- Under Manara’s orders, the Nex will tions refer to the ship plans from the Gal-
ing statistics: use its considerable firepower to damage leon card in the SPELWAMMER” boxed
and cripple the PCs’ vessel. The first set. Not all areas or rooms are mentioned
in the descriptions, since many of them run-in with the demigods. The demigods The monster is a wight: AC 5; MV 12;
are empty; if an area is not mentioned, have used their magic to expunge from HD 4+3; hp 25; #AT 1; Dmg 1-4;S A en-
assume that it is empty and unused. the log all information that would lead ergy drain; SD hit only by silver or + 1 or
(Early on in her “career” as a lich, others to their private “entertainment better magical weapon; AL L E THACO
Manara discarded most inessential items sphere” (such edits are simply blank 15.
throughout the ship.) spaces). The PCs might find the tale in- Soon after Manara’s death, she
teresting, however, as it should answer thought a high-level sage might be able
many of their questions about Manara. to break her curse. She could hardly walk
Main Deck into a library or university in her condi-
1. Rope, line and anchor storage. 5. Spelljammer helm. tion, so she attacked a ship that was fer-
The room contains two rusty anchors Manara will be present here only if the rying a well-known sage between
and lengths of rotting rope. PCs manage to get aboard the Nex while planets, and kidnapped the old man. She
it’s still maneuvering. If present, she will put her problem to him, but he was either
3. Captain’s cabin. be seated on the helm. unable or unwilling to help her. In a rage,
The Nex’s major helm itself is not an she locked him in the brig and left him
For a moment you can almost elaborate affair: it’s simply a wide-armed there to die.
imagine that a living person uses this chair made of dark wood, with no pad- The sage’s anger at being treated in
room. There’s a small sleeping cot ding or upholstery. An unlocked box such a manner was so great that it sur-
folded down from the bulkhead, and stashed beneath the helm contains vived the man’s physical death. His spirit
it’s covered with a blanket. One bulk- Manara’s spell book, which records the has remained bound to this plane and to
head is covered with shelves, almost following spells: chill touch, detect un- his mortal remains in the hope that he
groaning with leather-bound books. dead, burning hands, enlarge, spider could finally wreak vengeance on
And in one corner is a small wooden climb; spectral hand, Melf‘s acid arrow, Manara. As soon as the PCs opened the
desk. darkness 15‘ radius, fog cloud, shatter; door, the sage’s spirit animated his body
The sensation of life lasts only a feign death, hold undead, uampiric touch, as an undead creature.
second, however. Then the smell of fly, wind wall; contagion, enervation, fire The undead sage has one goal, and
rot and corruption catches at your shield, polymorph other; animate dead, one goal alone: to confront Manara and
throat. Everything here is mouldy, de- magic jar, summon shadow, telekinesis; destroy her, or be destroyed himself in
caying. The cabin is as dead as every- death spell, disintegrate; finger of death. the attempt. He has no interest in the
thing else on board this death ship . . . PCs, other than as obstacles. Thus, he’s
6. Chart room. not really attacking them when he rushes
Manara was unable to discard every- ~~
through the door, just trying to get past
thing that meant something to her when Charts in long rolls are stored in them (the PCs probably won’t see it that
she was alive, as this room shows. The racks on the bulkheads. The map ta- way, of course). If the PCs attack him, he
books contain records of the great ex- ble in the middle of the cabin has a will fight back.
plorers of the past, and even some tales chart laid on it. A pair of dividers and The undead sage will search
of Manara’s own achievements . . . or at parallel rulers lie discarded, as though throughout the Nex until he finds
least, they used to. The books’ pages the navigator had just finished chart- Manara, or her body. If he doesn’t find
have rotted, and the process has been ing a course. In one corner is a small her aboard the Nex, he will try to board
helped along by two bookworms (AC 2; chair, secured to the deck. the PCs’ vessel to continue his search
MV 12, Br3; HD 114;hp2,2; #AT nil; Dmg there. If Manara is nowhere to be found
nil; AL N; THACO nla). which were acci- The charts on the walls are so rotted on either vessel, he will assume that
dentally brought on board by one of and decayed that even the lightest touch the PCs have destroyed her, and his
Manara’s animated “recruits.” makes them crumble to dust. The chart spirit will finally be at rest; his body will
The desk is unlocked and contains a on the maptable is in slightly better con- crumble to dust. If he finds Manara,
large leather-bound book: the log of the dition, and the instruments are fully usa- however, he will attack her with his
Nex. ble. The DM can decide exactly what area bare claws until one or the other of
Out of habit, Manara kept the ship’s of space the chart depicts (this can either them is destroyed. If the sage manages
log for the first year or so after she be- be a useless chart or a treasure map). to best Manara, his vengeance is satis-
came a lich, before deciding it was a The small chair in the corner is actu- fied, and his body crumbles to dust.
waste of time. The language she used is a ally a minor helm, the Nex’s back-up At no time will the undead sage com-
rare dialect of the common tongue, means of propulsion. municate with the PCs, even if they use
which is difficult to translate. Characters speak with dead or equivalent magic
with the ability to read languages SteerageDeck (the sage simply has more important
(thieves, for example) have double their things on his mind). Also, because of
3. Brig. The door is locked. his focus on revenge, he is turned as a
normal chances to read the log, to a max-
imum of 95%. spectre.
The log contains records of Manara’s
explorations before her death (which
mioht or miaht not be of some value or
intgrest to t<e PCs), and the story of her I room. . .

23
Concluding the Adventure nauseating shade of greenish-mauve.
ship’s log (written in the illithid tongue,
of course). If anyone can read it, it identi-
A strong party should be able to defeat Wait. There’s something just not fies the vessel as the Void Reaper under
Manara and her crew, although it will right about the shape. Something the command of captain “Head Peeler.”
probably be a tough fight. A weaker different. . . The last entries indicate that the vessel
party should be able to escape. Of course. The ship’s long piercing was involved in slave-trading with a
Once Manara is defeated, the PCs ram is missing. Broken off, it looks neogi deathspider.
might be disappointed at the lack of trea- like. And isn’t the spiral hull mis- Shoved to the back of the drawer is a
sure aboard the Nex. Remember, how- shapen as well? Slightly flattened at small pouch that contains 3 ambers (100
ever, that they have the chance to the stern, as if by a heavy impact? gp base).
acquire Manara’s spell book and her There’s something else, too: the
magic items, plus a major and minor ship is tumbling slowly, end over end,
helm-nothing to sneeze at. (They also completing one revolution in perhaps Scout Deck
have the cargo from theSculpin, and var- five minutes. A Nautiloid under com- 1. Forward Observer.
ious other items as well.) If a PC used the mand wouldn’t be doing that. Could
circlet found on the Sculpin during the the ship be abandoned? The red-tinted window has been
battle, it will crumble into dust immedi- Or is it some kind of mind flayer smashed. A dead mind flayer, killed
ately on Manara’s destruction. trick? by a crushing blow to the head, is
Should Manara survive the encoun- crumpled beneath the window.
ter-either through defeating the PCs or The Nautiloid is 4 hexes away from the
through not being able to prevent their PCs’ vessel. The ship’stumble is too slow
escape-she will continue to terrorize to cause any serious problems with 2. Series Helm.
the spaceways until she finally meets a boarding.
foe tough enough to defeat her. If the PCs
The hull has been smashed in, leav-
escape, a future adventure can revolve Derelict ing a gaping hole. The four small
around their quest to destroy the lich-
ship once and for all. Once the proud ship Void Reaper, the seats that made up the series helm
Nautiloid is, in fact, a drifting hulk. The have been destroyed. Crushed mind
mind flayers ran afoul of an unknown flayers still sit in two of the chairs.
Forgotten But Not Gone foe, and were defeated in battle. No mind
Setting: Wildspace flayers survived the confrontation.
Party: 3-6 characters, levels 6-8 The vessel itself is a little the worse for Bridge Deck
Ship: Any wear. The piercing ram and much of the 1. Main Saloon.
rigging have been torn away. The hull
has been staved in at the stern, shatter-
Setups ing the aft portion of the scout deck (and
The door has been smashed from
its hinges. The broken door and the
The PCs have heard that there is pi- incidentally destroying the vessel’s se- frame show marks of axe blows. The
rate activity in a particular region of wild- ries helm). Should the PCs wish to sail inside of the saloon is a mess. The tap-
space. Rumors indicate that perhaps one this vessel (perhaps under a temporary estries have been torn from the walls,
of their bounty pirates is responsible. helm), it has a Maneuverability Class of the leather hassocks scattered and
The PCs have heard tell that an E, and only 6 hull points remaining until hacked, the small oil lamps smashed
abandoned hulk was seen floating in a it’s had a complete refit. The air within by heavy blows. Two mind flayers lie
certain area of space. They decide, or are the ship is fouled, and is filled with the dead, but apparently took at least one
asked, to investigate the possibility of stench of decay. attacker with them: a dwarf-sized hel-
salvage. met, its front discolored and warped
The PCs are travelling in wildspace Command Station by extreme heat, lies on the floor by
and stumble upon an inert ship (i.e., the the door.
DM can drop this adventure in at any 1. Captain’s Chair.
ime). Heavy impact has weakened the struc-
tural integrity of the walkway supporting All bodies within the Void Reaper have
the chair. If a character weighing more been dead for several weeks.
“Nautiloid off the starboard bow!”
your lookout cries. than 150 pounds (including equipment)
walks out to the chair, there is a 50% 2. Bridge Floor.
“Battle stations!” you yell, squint-
ing to pick out the illithid vessel chance that the walkway will break. The
fall to the bridge deck will inflict 2d6 Signs of combat everywhere: blood
against the black velvet of the sky. Not stains (illithid and mammalian), bro-
all mind flayers are hostile, but points of damage.
ken arrows, here a riven shield and
enough are to warrant a few precau- there a ruined light crossbow. A dead
tions. 2. Captain’s Day Room.
Papers and books are scattered every. illithid with a crossbow bolt buried in
There’s the vessel, its distinctive its throat lies crumpled at the bottom
spiral hull painted a particularly where, flung from shelves, etc. by ram-
ming impact. There is a desk of human of the port stairway.
design, and in one of its drawers is the
3. Ventral Observers. The creature is a night skawer (AC 3;
MV18;HD6;hp28;#ATl;Dmgl-lO;SA
swallow; AL N; THACO 15; see Lorebook room. A rat! Isn’t there anywhere
The port window has been shat- those creatures can’t be found?
tered and its door smashed inward. ofthe Void, page 85) that came aboard to
(Somebody obviously broke in this “graze” the ship. It ate everything worth
eating in this open area, but was too The room is home to three normal rats
way.) (AC 7; MV 15; HD 114; hp 1, 1,2;#AT 1;
large to fit through doorways or stair-
cases to search elsewhere. Dmg 1; S A 5% chance of serious dis-
If seriously challenged and badly ease; AL N(E); THACO 20). They will fight
4. Upper Battle Station. only if cornered and threatened.
wounded, the skavver will flee. The crea-
ture’s belly contains a short sword, three
It must have been some fight! The crossbow bolts, a helmet, a golden 3. Crew Quarters.
racks that held ammunition for the
bracer (75 gp value), a brass oil lamp,
medium ballistas are empty. One of and a dagger + I. The bulkheads are lined with sleep-
the ballistas is smashed and slightly ing racks-wooden structures to pre-
burned. The other two look to be in vent levitating illithids from drifting
working order. Crossbow bolts are im- Cargo Deck about while they’re asleep. Huddled in
bedded everywhere. One of the doors 1. Captain’s Cabin. the bottom of one rack is a mind
has been blown from its hinges, either flayer with a slit throat (killed while
by magic or a massive firearm of Both doors have been smashed in asleep?).
some kind. by heavy axe blows, and the room
within looks as though a whirlwind
Battle Deck went through it. Stuff is scattered eve- 4. Galley.
rywhere (signs of a struggle, you say?) The illithids used this room for stor-
1 and 2. Officers’ Quarters. and here and there the walls show age. (Their food supply was down in the
Both doors have been broken down, scorch-marks that bear mute witness slave pens, after all.) The room is full o f .
and the interiors of both rooms ran- to magic use. A dead illithid lies in a ropes, belaying pins, spikes, etc.-all the
sacked. Nothing of value remains. heap against the wall (the captain, you bricabrac necessary for running and
presume). He didn’t go down easily: maintaining a ship.
3. Sail Storage. five crossbow bolts protrude from his
chest, and his body shows other 5. Cargo Bay.
The canvas is partially burned. wounds as well.
(Somebody apparently tried to light a A plain gold band encircles one of
fire here, but it seems to have gone his fingers. at one time in the past, this ship was
out by itself. Trying to destroy the ship carrying some heavy cargo. But now
. . . and the evidence of what hap The ring is a ring of shooting stars, but the large area looks empty.
pened?) all of its charges have been expended.
(Enterprising PCs might be able to get it The area is home to a colony of 10 nor-
recharged, however.) malrats(AC7;MV15;HD1/4;hpl, 1.1,
4. Chart Room. Hiding in a corner of the ceiling (where 1,2,2,2, 2, 2,2;#AT 1; Dmg 1; S A 5 %
it has constructed an elaborate web) is chance of serious disease; A L N(E);
A dead illithid is sprawled over the the captain’s pet, a large spider (AC 8; THACO 20),which will stay well out of
maptable, a crossbow bolt in the back MV6, Wb 15; HD 1+1; hp7; #AT 1; Dmg the way of the adventurers if given half a
of the head; probably never knew 1; S A poison; AL N; THACO 19). chance.
what hit him. If the PCs decide to examine the dead
mind flayer. read the following:
Slave Deck
The charts-all in illithid
symbology-are untouched. The PCs There seems to be something in the The enemy that attacked the Nautiloid
might find some use for these. creature’s beak. A coin of some made sure that every last illithid aboard
kind. . . was killed, but-for whatever reason-
5. Cargo Hatch. The hatch is closed. made no effort to release the human
The coin is a copper piece of an unu- slaves who were locked up below deck.
6. Assembly Deck. sual octagonal design, unlike any other The imprisoned slaves soon died of thirst
currency the PCs have seen before. and hunger, raging in anger and hatred at
both the illithids who had captured them
Something large and black hangs and the attackers who had left them to
in the air in the middle of the open 2. Captain’s Chartnreasure Room.
The captain’s personal charts remain perish. In a number of cases, so great was
space. You spot each other at the this hatred and anger that the prisoners’
same moment. The black creature in their racks. A large chest stands open
and empty. spirits haven’t “passed on,” but remain
turns agilely and hurtles at you, behind as various kinds of undead to
mouth agape. haunt the ship on which they died.
Each turn that the PCs spend on the the ship. Once the PCs have entered this 5. Stateroom.
slave deck, roll ld6 and consult the fol- deck, however, the undead are free to The furnishings here are a little more
lowing encounter table: pursue them throughout the vessel. opulent than those elsewhere (the pas-
There is one act by which all three of senger in this room was considerably
Die Roll Encounter
- the undead can be laid to rest without more important). Partially concealed un-
1 combat. If the PCs can identify the at- der a pile of carpets and blankets is a
2 -
tackers who left them to die, and then small locked chest. The lock is protected
3 1 wraith by a poison needle trap. (In case the PCs
bring these attackers to justice or other-
4 1 wraith decide to search, none of the dead il-
wise wreak vengeance on them, the un-
5 1 spectre lithids has a key on its person.)
dead will simply fade away.
6 1 ghost The chest contains papers (in illithid)
There is only one of each type of un- 1, 2 and 3. Staterooms. that identify the bearer as ambassador
dead. If it is defeated, it will not be en- These rooms are untouched (possibly plenipotentiary for the mind flayer race
countered again. implying that the attackers never came when dealing with neogi interests. There
Wraith: AC 4; MV 12, FI 24 (B); HD down this far). All three rooms were obvi- is also an elaborate golden medal (175
5+3; hp 13; #AT 1; Dmg 1-6; S A energy ously occupied by illithids. There are gp value) and a sash composed of small
drain; SD hit only by silver or + 1 or bet- sleeping racks on the bulkheads, has- silver scales (100 gp value).
ter magical weapons; AL LE; THACO 15. socks and carpets on the deck, and per- Another large spider (AC 8; MV 6, Wb
Spectre: AC 2; MV 15, FI 30 (B); HD sonal effects left lying around (nothing of 15; HD 1 +1; hp5; #AT 1;Dmg 1;SApoi-
7 +3; hp 33; #AT 1; Dmg 1-8 S A energy value, however). son; AL N; THACO 19) has constructed
drain; SD + 1 or better weapon to hit; AL its web near the door.
L E THACO 13. 4. Passageway.
Ghost: AC 0 or 8; MV 9; HD 10; hp 32; Four rats are prowling the passageway 6. Crew Quarters.
#AT 1; Dmg age 10-40years; S A special; (AC7:MV 15;HD 1/4;hp1,2,2,2;#ATl; Like room 3 on the cargo deck, the
AL L E THACO 11. Dma 1; S A 5 % chance of serious dis- bulkheads are lined with sleeping racks.
ease; AL N(E);THACO 20), and will stay There is nothing else of value present.
Until the PCs enter the slave deck, the
well away from the PCs if given a chance.
undead have not wandered elsewhere in
7 . Slave Quarters. gressive Order of Thought from “Letters Setups
Each cell contains one or two human of Marque” would be able to tell them.) If
corpses. There are marks on the inside of the PCs discuss the coin with a suitable The PCs have heard tales of a small,
each door showing that the occupants contact, read the following: abandoned ship drifting in the phlogis-
tried everything to break out before they ton. They decide, or are asked, to investi-
died. Your contact shoots you a hard, gate.
The three cells on the starboard side of level look, and says, “Where did you The PCs are travelling in the Flow
the vessel (next to room 8) contained find thiscoin? No, no, doesn’t matter.” and stumble upon a n inert ship (Le., the
prisoners who were more powerful, one H e sits back and closes his eyes. “Few DM can drop this adventure in at any
to a cell. The doors are reinforced, indi- people know what I’m about to tell time).
cating that the illithids were taking extra you now, and I’d appreciate it if you’d
precautions against their escape. These keep it to yourself. N o use in spread- It’s hard to pick out objects in the
three prisoners have become the undead ing fear, you know.” H e sighs. “Have Flow against that background of cha-
prowling the slave deck. you heard of Cain? Cain the pirate? otic, ever-shifting colors. You strain
Unless the particular undead has al- Well, Cain has a second career, one your eyes. . .
ready been encountered and defeated sometimes even more lucrative than And there it is, just where your
elsewhere, a s soon as a PC opens the piracy. Cain is an assassin, and a very lookout spotted it. Small ship. Drag-
door to one of these cells, the undead will good one at that. His arrogance is be- onfly hull, but modified here and
manifest itself inside the cell and attack. yond belief, but there is reason for it. there. (Portholes along the cargo
The aftmost of the three cabins is home That coin-an ‘octon,’ it’s called-is hold, for instance.) It’s just drifting in
to the ghost; the next is home to the Cain’s calling card. Don’t ask me why the flow, seemingly inert.
spectre; the most for’ard of the three is he chose it. But he always leaves it be- No, wait a moment. It’s hard to be
home to the wraith. hind at the scene of one of his assassi- sure against the chaos of the phlogis-
nations. The fact that you found it ton, but isn’t there a dim, flickering
8 and 9.Guard Post. tells me that you stumbled across light showing through those port-
Both rooms are empty of life. There one-or more-of his victims.” holes?
are a couple of hassocks thrown around
the floors. Hanging from hooks on the If the PCs dig around a little more, The Dragonfly is drifting along with
bulkhead are sets of manacles (three sets they’ll hear rumors that a large and pow- the currents in the Flow, 4 hexes away
in room 8, two sets in room 9) and keys erful mind flayer faction was cutting a from the PCs’ vessel.
for them. There is also a scourge hang- trade deal with certain neogi interests.
ing from a hook in room 8. The mind flayer’s chief negotiator, an Terigamar
ambassador plenipotentiary, was being
10. Jettison and Storage. conveyed in the vessel Void Reaper to The Dragonfly has had several modifi-
The medium jettison is undamaged, meet with neogi representatives. Certain cations in addition to the portholes men-
but its supply of ammunition is totally human groups didn’t want this deal to tioned earlier. The cargo hatches in the
expended. reach fruition, and it’s an open secret upper deck have been sealed, and the
that a contract was put out on the illithid catapult has been removed. The rigging
Concluding the Adventure ambassador. It certainly seems now that has also been simplified, making it possi-
ble for one creature-in addition to the
Cain had taken up the contract and dis-
Unless the PCs destroy them or unin- charged it admirably. helmsman, of course-to handle the
tentionally give them passage off the Note to the DM: The PCs might now ship. (With this minimum crew, its Ma-
abandoned ship, the undead will haunt have a reason, other than financial, to go neuverability Class drops to E.)
the Nautiloid forever . . . at least, until after Cain the pirate. It is probably advis- The vessel is the home and laboratory
another ship blunders unwittingly by. If able to keep them from confronting him of a human wizard by the name of Teriga-
they can, the undead will take over an- until you decide to run the last adventure mar. Prevented by constant interruptions
other ship and use it to pursue their in this book, “Cain.” from making the kind of progress he
vengeance. (Note that the undead know PCs with a cunning twist might de- wanted in his research, he fitted out this
no more than the PCs about exactly who velop their own adventures based around ship as a flying workshop and took to the
attacked the Nautiloid.) the ambassador’s identification found in phlogiston. H e made landfall only when
When they return to civilization, the room 5 of the slave deck. (Perhaps they he needed more supplies or had to re-
PCs will probably try to identify the coin can claim to have made the hit them- charge his air envelope. His last such
they’ve found. Any sage or collector in- selves, for example.) visit was perhaps 75 years ago, but Teri-
terested in coins can tell them that it is a gamar hasn’t noticed the passing of
coin from a civilization that bloomed and time, being engrossed in his research.
fell centuries ago on a rock among the Sojourn Among the Terigamar was a n old man when he
Tears of Selune in Realmspace. Only cer-
tain people-high-ranking law enforce-
Stars first took to space. In the intervening per-
iod, he died of old age . . . but didn’t no-
ment officials, naval officers, etc.-can Setting: The Phlogiston tice. So great was his attention to his
tell the PCs its true significance, how- Party: 2-6 characters, levels 6-10 work that physical death didn’t even
ever. (Jasson, the member of the Pro- Ship: Any break his concentration. Unbeknownst

RR
to himself, Terigamar has made the tran- mirrors around the ship-and there Wizard’s Vessel
sition from living wizard to undead lich. aren’t, since Terigamar is far from vain-
(He did notice-if only peripherally- his appearance might give the lich some
that his familiar, Hisst, was acting clue as to his true nature). Upper Deck
strangely toward him for a time, but Hisst (pseudodragon): AC 2; MV 6, FI The entire upper deck is covered with
things soon got back to normal.) Teriga- 24 (B); HD 2; hp 6; #AT 1; Dmg 1-3 + spe- a patina of space dust, and looks as
mar is incredibly absent-minded about cial; SA poison sting; SD chameleon though nobody’s set foot on it in years.
everything but his work. He eats when power; AL N(G);THACO 19. Hisst is a t y p (True; Terigamar rately leaves his lab.)
he’s hungry, and makes landfall when the ical pseudodragon, somewhat demand- Here and there the deck is scorched.
air gets foul. It hasn’t registered that it’s ing of his master’s attention, but quite (These marks were made by a couple of
been some decades since either has hap- devoted. Hisst is very suspicious of visi- Terigamar’s experiments that went
pened. tors, even if they appear friendly, and will slightly wrong.) The hatch leading to the
Hisst used to remind Terigamar when use his chameleon powers to observe companionway to the lower deck is stiff,
they needed air, but after Terigamar died, without being observed. If he sees any- but not locked.
Hisst’s air requirements were so small thing vaguely suspicious or threatening,
that they have not needed fresh air in he immediately reports to Terigamar. Lower Deck
decades. Dorkin (homonculous): AC 6; MV 6, FI
If it is brought to his attention that he’s 18 (B); HD 2; hp 3; #AT 1; Dmg 1-3;SA The entire lower deck is well-lit. The
dead, his first reaction will be mild sad- bite causes sleep; AL N; THACO 16. wizard has cast continual light on objects
ness, but his next will be gladness: now Many years ago, Terigamar created throughout the vessel: here a lamp
he has eternity before him to continue Dorkin the homonculousto assist him in bracket, there a portion of the overhead.
his research. Whether he knows of his his research(Hisst wanted to help, but his
own death or not, he will fight with all his lack of real hands limited his effective- 1. Bridge.
considerable powers against any attempt ness). Normally, a homonculous has a The ship’s minor helm-a plain, unor-
to end his existence. personality similar to its creator. In the namented chair built from heavy, dark
Terigamar has been conducting re- case of Dorkin, something went slightly wood-is mounted for’ard of the main-
search on the very nature of space itself. wrong. The homonculous is an abject mast, directly between the ship’s “eyes.”
Thus many of his spells-including one coward: it doesn’t like sharp objects, it Set in the bow is the chart table. The
of his own creation, summon cosmic doesn’t like flames, and it’s terrified to charts and navigational instruments are
storm-are closely tied to the powers of the point of incontinence of coming too covered with dust (Terigamar has had no
space. He is not jealous of other wizards near anything magical. Thus it’s abso- need of them for 75 years).
and will gladly share the results of his re- lutely useless as a sorcerer’s apprentice.
search. When it comes to exchanging or Rather than being angry at this failure, 2. Captain’s Cabin.
passing on spells, however, he will ex- Terigamar’s heart was touched by the lit- This is where Terigamar slept, back in
pect fair payment. In his many decades tle creature. Now he dotes on the small those days when he needed to sleep.
of research, he has never been fortunate beast (at first Hisst was jealous, but now There is a comfortable bed (unmade),
enough to learn one spell that he needs: he, too, feels affection for the cowardly and a plush armchair. The bulkheads are
time stop. If a PC wizard can teach him creature). When the PCs enter the ship, lined with bookshelves full of books and
the spell. or acquire it on a scroll, he will Dorkin will immediately hide, coming scrolls in a dozen languages. Most deal
reciprocate with any two ninth-level out only when Terigamar has convinced with magic and the history of magic, al-
spells, plus a magic item of some small him it’s safe. . .and then only cautiously. though some are less scholarly, putting
power (DM’s choice from his hoard). The homonculous has a morale of 4. forward some really off-the-wall theories
Terigamar (lich): AC 0; MV 6; HD 18; concerning space and time. Although
hp 71; #AT 1; Dmg 1-10 or by spell; Meeting the Wizard the lich doesn’t need to sleep, Hisst and
spells: cantrip, comprehend languages, Dorkin do, and they put the bed to good
defect magic, identify, unseen servant; Terigamar will feel his ship move if use. Dorkin hides in the bed until as-
continual light, inuisibility, know align- anybody boards her. He will break off sured of his safety.
ment, levitate, wizard lock; blink, clairvoy- whatever research he’s involved in-
ance, illusionary script, Leomund’s tiny somewhat peevishly-and go to investi- 3. Crew Cabin.
hut, slow; confusion, dimension door, gate. His appearance and his irritated Terigamar has converted this cabin
Euard’s black tentacles, Leomund’ssecure manner-”Well? What in Hades do you into a storeroom and “overflow” library.
shelter, magic mirror; Bigby ’s interposing want?”-might prompt the PCs to ill- The bulkheads are lined with shelves and
hand, distance distortion, feeblemind, considered action. If attacked, Terigamar cupboards, filled to bursting with spell
seeming, telekinesis; Bigby’s forceful will defend himself to the best of his (con- components and various oddities (a kind
hand, chain lightning, repulsion; duo- siderable) abilities against the “pirates of of ‘‘lodestone’’ that doesn’t attract iron
dimension, reuerse grauity, shadow walk; the Flow” who are obviously trying to but attracts certain other rare metals: a
demand, symbol; Bigby’s crushing hand; capture his ship. (Thus PCs who leap into small sliver of metal floating in the air an
SA paralysis; SD + 1 or better magical combat without scoping out the situa- inch above a dish of mercury; a candle
weapon to hit; AL CN; THACO 10.Teriga- tion first will probably find they’ve made whose flame burns bright white and
mar looks like a n inadequately- a fatal mistake.) never flickers; a stiletto balanced on its
preserved corpse (if there were any point on the table, rotating about its axis
slowly and never falling over; and a disk when) else. The material components for the spell
of metal half an inch across and a tenth It can only be cast in wildspace, more are a piece of lodestone and a piece of
of that thick that turns itself over every than 100 miles from the nearest planet- mithril, both of which are consumed in
several seconds). sized object. The storm appears in 1-10 the casting.
turns, at a distance of 1-20 hexes from
4. Cargo Hold. the spellcaster’s current position, in a Concluding the Adventure
The hold has been refitted to make a random direction. Once it has been sum-
comfortable, well laid-out laboratory. moned, the storm cannot be controlled If the PCs can control their impulse to
Three small portholes down each side by the caster or by anyone else. Each get into a scrap with Terigamar, the lich
give a view of the phlogiston. There are turn, the storm moves 1-6hexes in a ran- can prove a great resource for them. He
tables and workbenches, all covered with dom direction. At the beginning of each can also be a convenient tool for the DM
unfinished experiments of one kind or turn, before they make their own move- with which to lead the PCs into other ad-
another. Here a foul-smelling liquid bub- ment, all ships within 20 hexes of the ventures. For example, what if Terigamar
bles over an alcohol burner; there a rock storm are moved 4 hexes directly toward needs something special for his
glows with a cold white light while a it. This movement does not change the research-the brain of a radiant dragon,
strange device next to it ticks sporadi- ships’ headings. Any ship that manages for instance-and wants the PCs to ac-
cally. Most of these experiments are in- to move more than 20 hexes away from quire it for him? He certainly has enough
comprehensible to anyone except the storm is free of its influence. Any clout to add weight to such a request. . .
Terigamar. Should the PCs befriend him, ship that enters the same hex as the particularly if he backs it with a demand
he will proudly give them detailed (inter- storm has been engulfed by it. The cos- spell.
minable and unintelligible) explanations mic storm is a gateway to other parts of Should the PCs ever seem to be abus-
of what he’s attempting to do and what the space-time continuum: any ship ab- ing Terigamar’s hospitality, the DM can
he’s learned. sorbed by the storm can be deposited simply have the lich move his ship to an-
In addition to his experiments, Teriga- anywhere in the universe. The storm re- other locale. All meetings between the
mar keeps his spell book and certain in- mains in existence until the distance be- lich and the PCs should be at the lichs
teresting magical items in this room. No tween it and the spellcaster exceeds 20 whim, not that of the players.
details of items are given; DMs can give hexes, or until the spellcaster is ab-
Terigamar whatever items they see fit. sorbed by the storm.
The spell book contains all spells of
levels 1-3. For higher levels, it contains
the spells he currently has memorized,
plus the following: charm monster, detect
scrying, enchanted weapon, extension I,
illusionary wall, Rary’s mnemonic en-
hancer, uacancy; chaos, contact other
plane, distance distortion, fake uision,
Leomund’ssecret chest, sending, teleport,
wall of force; contingency, inuisible
stalker, true seeing; forcecage, teleport
without error; astral spell, summon cos-
mic storm. This last spell was created by
Terigamar, and has the following charac-
teristics:

Summon Cosmic Storm


(Evocation) Wizard 9th level
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell calls into existence that
strange phenomenon known as the “cos-
mic storm.” Some sages theorize that the
cosmic strom is actually one end of a
“wormhole” in space, and anything
sucked in at one end is ejected through
the other somewhere (or even some- “1 U
The Brain Trade You look in the prescribed direc- Mindspider
Setting: Wildspace tion. A ship is pulling out from behind Sisk Hal’s ship is christened Collector
Party: 4-6 characters, levels 6-8 a mountain-sized chunk of rock. As (in the neogi tongue, of course). It
Ship: Any of 25-50 tonnage you watch, it accelerates toward you. matches the statistics for a Mindspider
Couldn’t you be wrong for given in the SPELWAMMER“ boxed set,
once. . . 2 with a single modification: a small gun-
Setups nery platform has been mounted directly
The PCs have heard rumors that pi- The ship is 10 hexes away, 30° to port above the bridge (area 1 on the primary
rates seem to be very active in a certain and astern, level with your gravity plane. deck), on which is mounted a forward-
area of space. (If they dig a little deeper, It is on an interception course, with SR 4. firing light ballista (crew 1). Since this is
however, they’ll hear something a little very close to the grappling ram (in fact,
strange about these rumors: sometimes Procurers the ballista fires between two “legs” of
items of value have been left behind, and the ram), it’s rather a precarious posi-
never has a body been found aboard one It is well known that mind flayers feed tion. When the ship rams, there is a 60%
of the plundered vessels.) The rumors on the brains of other creatures. It is also chance that the gunner will be thrown
hint that the culprit might be one of their known that they much prefer to let oth- overboard by the impact (not important
bounty pirates. ers do the dirty work for them. Thus, a to the neogi, somewhat more so to the
The PCs are asked or hired to find rather unpleasant trade arrangement has gunner). The Mindspider has SR 4.
out what’s happened to a certain ship grown up between the mind flayers and Sisk Hal is owner and undisputed mas-
that’s some days overdue. the neogi. Rapacious and nasty, certain ter of the ship. There are four other neogi
The PCs are travelling in wildspace neogi are quite willing to capture slaves aboard, all from the same brood: Sisk Ar,
when, without warning, their ship drops and hand them over to the mind flayers Sisk Ceth, Sisk Jor and Sisk Urd. Each
to tactical speed. as food. In return, the mind flayers act as neogi has a single umber hulk slave.
intermediaries between the “small mas- Skull Toucher the mind flayer has come
ters” and the Arcane (who won’t deal di- on board alone. There are also 10
Interesting area of space, you tell
yourself, not what you’d consider rectly with the neogi). All three races charmed slaves, who operate the weap-
prime real estate. benefit: the mind flayers get brains to ons (all humans). Finally there are the
Around your vessel are great tum- eat, the neogi get access to Arcane tech- captives: two elven fighters, an elven
bling mountains of rock, ranging in nology, and the Arcane get to sell more mage, and the “power source” inside the
size from smaller than a house to product without soiling their (somewhat lifejammer.
larger than some islands you’ve seen. situational) ethics. Neogi (x5): AC 3: MV 6; HD 5; hp 28,
Your charts showed this asteroid A certain neogi, Sisk Hal, has cut such 26, 24, 23, 19; #AT 3; Dmg 1-3/1-3/1-6;
field-and also told you that it was too a deal with the mind flayers. He and the S A slowing poison; AL L E THACO 15.
large to be easily skirted-but it didn’t rest of the Sisk tribe-accompanied by a (Sisk Hal is the neogi with 28 hp.) Like all
give you an idea of what it would be mind flayer whose name (or,more prop neogi, the Sisk tribe will do whatever it
like to be inside it. Most asteroid fields erly, his telepathic “label”) translates to takes to preserve their lives. They will ex-
or belts are sparse things: total amount “Skull Toucher” in the common plain about the deal with Skull Toucher,
of matter about equal to a planet, but tongue-have been preying on shipping trying to put all the blame on him (“We
spread through a torus of space with a in this region of space using their Mind- were just following orders”), and will tell
volume millions of times that of a spider. Their usual tactic is to lurk the PCs the exact location of Skull
world. Frequently you wouldn’t even among the asteroids, then use the ship’s Toucher’s Nautiloid, should the PCs wish
know you were in an asteroid field un- speed to catch, ram and grapple the tar- to go and destroy it (they might even tell
get ship. Then umber hulks and other the truth). If defeated or captured, the
less the chart told you so.
slaves swarm aboard. All efforts are neogi will always be looking for the most
Not in this case. Everywhere you
look, there’s a chunk of rock large made to capture the crew alive: if that’s efficient way of turning the tables.
enough to hole your ship. If those not possible, then the corpses are eaten Around Sisk Hal’s neck is as set of keys.
sages are right who believe that aste- by the neogi and the umber hulks. Pris- These open the shackles in area 2 of the
oners are kept alive until the Mindspi- secondary deck.
roid belts are the remnants of a planet
that disintegrated, this must have der’s next rendezvous with Skull Umberhulk(x5):ACZ;MV6: HD8+8;
been one monster of a planet. Toucher’s Nautiloid, when they are hp43,45,47,50,52: #AT3;Dmg3-12/3-
handed over to the mind flayers. If 12/1-10:SA confusion; AL C E THACO
With all this mass about you, you’re
limited to tactical speed. What a great there’s anything of value aboard the tar- 11. The umber hulks are loyal to their
place for an ambush! Hide your ship get ship that’s easy to carry off, the neogi neogi masters, and will fight to the death
behind one of those flying mountains take it as part of their “finder’s fee.” If it’s to protect them.
until your prey blunders by, then close difficult to move (like a spelljamming Skull Toucher (mind flayer): AC 5; MV
and destroy. Pirates would love this helm), or of no use to a neogi (elven 12; HD 8+4: hp 38; #AT 4; Dmg special;
boots, for example), they leave it behind. SA mind blast: SD 90% magic resist-
place. . .
“Ship port astern!” the lookout Unfortunately for the PCs, they have ance; AL LE; THACO 11.The mind flayer
stumbled into Sisk Hal’s “hunting can use the following powers, one per
calls.
ground.” round, as a 7th level mage: suggestion,
charm monster/person, leuitate, as-
~

2. Chart Room.
tral projection, and plane shift. The mind by an ornately-carved wooden box,
flayer hides its natural arrogance in the similar in shape and size to a large Neogi don’t seem to be too good at
presence of the neogi (it doesn’t pay to coffin. Its lid is secured by heavy housekeeping. Charts are strewn eve-
alienate a useful supplier, even if that latches. Just for’ard of the coffin is a rywhere, and navigational instru-
supplier is of an inferior race), but will strangely-shaped low stool, some- ments are scattered across the
certainly not do so when it comes to PCs. thing designed to accommodate the maptable, on chart racks and on the
Perhaps surprisingly, Skull Toucher will neogi form, you assume, and carved floor.
surrender if the only alternative is death. from the same piece of dark wood as
(Even though the thought of surrender- the coffin. The charts are all in neogi symbology.
ing to lesser creatures is distasteful, What’s that? A dull thudding noise.
A character with a proficiency in modern
more unbearable is the thought that-if Coming from within the coffin. . . ?
languages or navigation can make a pro-
the creature should die now-it’s brain ficiency roll (with a -4 penalty) to deci-
will never become part of its group’s The coffin and stool arrangement is pher them. Even when deciphered,
elder-brain.) It will certainly take advan- the Mindspider’s lifejammer helm. The there’s nothing of any value or interest
tage of any opportunity for escape, how- victim is locked within the coffin, while on the charts.
ever. the neogi captain “sits” on the stool and
Charmed human slaves (x10): AC 8; controls the craft. 3. Umber Hulk and Neogi Quarters.
MV 12; F1; hp 2 , 3 , 3 , 4 , 6 , 6 , 6 , 8 , 9 , 10; The lid of the coffin is latched but not The four lesser neogi and one umber
#AT 1; Dmg by weapon; AL N; THACO locked. If the PCs open the coffin, read hulk will probably be present. The room
20. The slaves once formed the crew of a the following: contains nothing but four of the low
ship unlucky enough to cross Sisk Hal’s hassock-like pillows on which neogi
path. They all wear leather armor and You release the second latch. Sud- sleep.
carry short swords (Dmg 1-6) and dag- denly the coffin lid is slammed open Note that the open hatch to the lower
gers (Dmg 1-4). In their charmed state, from within, and a pale figure lunges decks poses a significant threat to peo-
they are loyal to the neogi, who they be- ple fighting in this room. The neogi and
lieve to be their protectors against “pi- umber hulks know it, too, and will try to
rates” like the PCs; their morale is The victim inside the lifejammer is an push characters into the shaft (the fall to
fanatical (18). elven poetlexplorer named Elowynn the secondary deck inflicts ld6 points of
Silvermoon. She has felt the lifejammer damage).
Tactics draining the life from her body, and has
decided that it is much better to die fight- 4. Sisk Hal’s Quarters.
Once the Mindspider has rammed and ing for her freedom than to perish in this Sisk Hal and his umber hulk will prob-
grappled, the charmed crew, accompa- unholy contraption. Thus, she’s decided ably be present. If they are, the door is se-
nied by three of the umber hulks, will to attack the first neogi or neogi slave cured from the inside. There’s no
board and try to take as many prisoners that opens the lifejammer. keyhole on the outside, so the PCs will
as possible. Sisk Hal will await the out- Elowynn Silvermoon is totally un- have to break it down.
come in his quarters (primary deck area armed, but she will attack with all her As master of the ship, Hal’s quarters
4), accompanied by his umber hulk. The might until she is killed, incapacitated, are fairly opulent (by neogi standards).
other neogi will wait in area 3, guarded or somehow persuaded that the PCs As well as the standard neogi sleeping
by the other umber hulk. Skull Toucher aren’t neogi slaves. hassock and a pallet for his umber hulk,
will watch the proceedings from the Elowynn Silvermoon: AC 10; MV 12; the floor is covered in a profusion of
bridge; if it appears that the mind flayer F71C5; hp 4; #AT 312; Dmg by weapon or rugs, all in bright and clashing colors.
can affect the outcome, it will climb from spell; Str 13, Dex 11. Con 16, Int 13, Wis The walls, too, are hung with cloth of gar-
the bridge to the ballista platform and 14, Cha 13; spells: none; AL CG; THACO ish hue. Pieces of jewelry hang from
use its mind blast or magical abilities 14. Elowynn normally has 33 hit points, hooks on the walls (neogi can’t wear
from there. Should the fight go against but the lifejammer has drained all but 4. human-stylejewelry, but they do like the
the neogi’s slaves, Skull Toucher will re- She is unarmed and unarmored. Due to way it sparkles and can appreciate its
turn to the bridge and make a last stand her contact with the lifejammer, she is value): a garnet necklace (350 gp value),
there. unable to cast spells for 24 hours. Elo- a pair of jade earrings (125 gp each), a di-
wynn is a typical elven explorer: she amond bracelet (750 gp), a heavy gold
Primary Deck roams the universe simply because she chain bracelet (50 gp). and a platinum ti-
burns to learn and see new things, not for ara studded with moonstones (1,000 gp).
1. Bridge and Helm. any thought of practicality. She and her A chest in the far aft of the room contains
crew-more friends or family now than sacks of coins: 1,000sp, 250 gp and 30
In the reddish light coming in employees-have sailed her dragonfly, pp. Hidden among the silver coins is a
through the Mindspider’s “eyes,” the Outward Bound, through more crys- dagger + 1 (Hal can’t use it, but figured
everything looks wet with blood-an tal shells than she can remember and he could sell it to someone eventually).
unpleasant image, but not wholly in- seen enough wonders to (almost) satisfy
appropriate. The room is dominated an elf‘s curiosity.
i
Secondary Deck Once the neogi are all killed, the sur-
As you watch, the angular-looking
viving human slaves are freed of their
1. Jettison Bay. charm. All are simple sailors and want to Wasp maneuvers, coming about to an
The ship’s aft-firing medium jettison is continue with what they do best. Perhaps interception course with your vessel.
mounted here. Barrels contain the small the PCs have some positions to fill Once more you sigh. Here we go
rocks and scrap metal with which it’s aboard their ship. . . ? again. . .
loaded. Elowynn and the other elves want to
get back about their explorations. They Characters with telescopes or likewise
2. Prisoner Area. are grateful to the PCs, of course, and enhanced vision will notice that the Wasp
This is where the neogi keep the pris- will assist them in any way possible; un- is modified. The forward station, nor-
oners taken from the last ship they am- fortunately, they have no money. The mally open, is covered by a canopy, as is
bushed (it was Elowynn Silvermoon’s elves would like a lift to the nearest elven the weapons deck. The weapons deck
Outward Bound). The three captives are outpost, where they can go about raising canopy has been moved back to give the
all elves of young to middle age: Darla the money needed to acquire another heavy ballista a free field of fire.
Leafsong, Talis Mornstar and Vray Morn- ship. That is, unless the PCs wish to join The Wasp is at a range of 3 hexes. It has
star. They are shackled hand and foot them in their epic adventuring. . . ? an SR of 5.
(Sisk Hal has the keys). The elves know Should the PCs escape or be defeated,
the fate in store for them-meals for the Sisk Hal will continue his brain trade with The Wasp ship is manned by 10 drow,
mind flayers-and are extremely grate- the mind flayers. under the command of Larth Darkcloud
ful to their rescuers. and helmed by his sister, Selene. Also
Darla Leafsong: AC 10;MV 12;W4; hp
9; #AT 1; Dmg by weapon or spell; Str 9, Void Elves aboard are a neogi negotiator, Serta Ulm
and his two umber hulk slaves, plus Serta
Dex 12, Con 12, Int 14, Wis 12, Cha 12; Setting: Wildspace Jerro, another neogi “loyal” to Ulm, and
spells: none; AL CG; THACO 19. Darla Party: 4-6 characters; levels 7-9 his umber hulk.
used all her spells trying to fight off the Ship: Any Serta Ulm is currently negotiating a
Mindspider’s attack, and has (obviously) treaty with Larth Darkcloud’s superior,
been unable to memorize any more since Setups and this task force was assigned to bring ’
her capture. him to a meeting with the drow forces.
Talis and Vray Mornstar: AC 10; MV The PCs hear vague rumors that an For more information, see “DM Notes”
12; F3; hp 19, 19; #AT 1; Dmg by elven Armada of rather strange design after this adventure.
weapon; Str 14, Dex 12, Con 13, Int 12, has been sighted in a certain region of When the Wasp encounters the PCs’
Wis 10, Cha 12; AL CG; THACO 18. Talis space. They are hired by a representative vessel, Ulm’s immediate reaction is
and Vray are identical twins (very rare of the elven Imperial Navy to check it “more slaves!” and he orders Larth Dark-
among elves). out. Since the system in the area is some- cloud to immediately attack them. Larth,
All three elves are unarmored. Their what touchy about incursions by elven of course, disagrees-he has his duty,
equipment is piled in a corner: two sets task forces, an unofficial survey is more and getting in a scrap with random ad-
of studded leather armor, two long politically expedient. (This request could venturers isn’t part of it-but it’s hard for
swords, three daggers, two short bows come as a result of the PCs’ involvement even a drow to argue with two neogi and
plus 13 arrows, and Darla’s spellbook with the Imperial Navy in the adventure three umber hulks. When outright veto
(cantrip, detect magic, detect undead, “Fire and Ice.”) On their way to the region of the neogi’s orders doesn’t work, Larth
identify, read magic, detect euil, detect in- in question, the PCs’ ship suddenly drops tries reason instead: he tries to persuade
uisibility, ESP). to tactical speed. Ulm that sometimes business must take
The PCs are travelling in wildspace precedence over pleasure. Eventually
Weapons Pit when, without warning, their ship drops his logical arguments convince the
to tactical speed. neogi, but not before the Wasp ship has
Here are mounted the ship’s two me-
dium catapults, protected by a retract- “Unidentified vessels high on star-
able dome. The catapults fire aft, board bow!” the lookout cries.
designed to discourage pursuit. In addi- You sigh. You certainly seem to be
tion to the weapons themselves, there running into a lot of “unidentified ves-
are stockpiles of appropriately-sized sels” lately. You scan the heavens in
missiles. the indicated direction and find it: a
Wasp ship painted night black (not a
Concluding the Adventure particularly auspicious sign), about
15O to starboard and loo above your
Despite the powerful opponents, a gravity plane. Its heading seems to be
strong party should be able to defeat the almost parallel to yours, perhaps a
neogi and allies and take over the ship. few degrees to port, and it’s some
(Of course, plying space in a neogi Mind- 1,200yards away. The Wasp is flanked
spider is a blatant invitation to any right- by three smaller ships-elven Flitters
minded race to attack immediately.) and a Mosquito by the looks of them.
started its attack run at the PCs’ vessel jammer helms in the last 12 hours. This members have the same innate magical
and fired one round from its heavy bal- does not affect their innate drow abili- abilities, usable once per day: dancing
lista. ties, however. lights, faerie fire, and darkness. Four of
The PCs don’t know this, of course. All Note: Drow armor loses its effective- the drow are busy manning the heavy
they know is that t h e Wasp- ness when exposed to direct sunlight, ballista.
conspicuously without its escort’s therefore limiting any crewmen to nor- Neogi (Serta Ulm, Serta Jerro): AC 3;
participation-turns t o a n intercept mal armor while on deck or at the weap- MV 6; HD 5; hp 3 2 (Ulm), 25 (Jerro); #AT
course and closes with a n S R of 5. When ons. The drow armor and weapons are 3; Dmg 1-311-311-6:SA slowing poison;
it is in range, it fires one shot from its kept for use on board the Monarch ar- AL LE; THACO 16. Once battle is joined,
heavy ballista. Regardless of the PCs’ mada (see “Monarch Armada” for more neither neogi wish to be personally in-
actions in this round, the ship turns information). The drow armor is rarely volved. Instead, they shelter in t h e
sharply and tries to make its escape. As used except by the security forces within Wasp’s cargo bay (area 4), depending on
soon a s it turns away, the Flitters again the Monarch; most drow simply store the drow and their umber hulks to defend
take u p station to escort it, while the their special armor in personal lockers. them.
stinger-configuration Mosquito fights a The drow in the lesser ships will fight Umber hulk(x3): AC 2; MV 6; HD 8 +8;
delaying action against the PCs’ vessel, to the death to defend the Wasp ship. hp 43, 47, 50; #AT 3; Dmg 3-12/3-1211.
hoping to give the Wasp time to make its (The only way the Flitters can influence 10; SA confusion: AL C E THACO 11.
getaway. the outcome is to draw fire, or to ram the The umber hulks are loyal to their neogi
PCs’ vessel.) There is nothing of value masters, and will fight to the death to
The Task Force aboard these lesser vessels. protect them.
T h e Flitters a r e both S R 1 , a r e
equipped with minor helms, and have no
The Wasp Aboard Ship
armaments a t all. Each is manned by a Once it’s made its abortive attack, the If the Wasp ship is forced into combat,
3rd-level drow mage. Wasp will do its best to make its escape. six of the drow crew will fight on-deck,
The Mosquito is S R 3, is equipped with If escape is obviously impossible, it will led by Larth Darkcloud; the remainder
a major helm, and is armed with a greek turn and fight. (Consider the crew of the man the ballista. Selene will remain a t
fire projector. Its captainlhelmsman is a Wasp to have a morale of 18 when deter- the helm, trying to maneuver the ship
female drow cleric of 6th level, and has mining the chances of surrender, etc.) out of range, until someone enters the
three 2nd level drow warriors operating Larth Darkcloud (drow): AC 3: MV 12; bridge. Then she will use her innate abili-
the greek fire projector (max. of 3 shots). F7iW5; hp 60; #AT 312; Dmg by weapon ties to try and escape, or fight. If things
The Mosquito’s open deck is covered (longsword(1-8),drowcrossbow(1-3))or look bad, the neogi will send two of their
with a translucent crystal dome. spell; Str 13, Dex 13. Con 1I , Int 15, Wis umber hulks up on deck to help out, but
Apart from the above details, all four 12, Cha 10; spells: chill touch (&?),magic will always keep one (the largest) a s their
vessels in the task force match the statis- missile (x2);web, stinking cloud; vampiric personal bodyguard.
tics given in the Lorebook of the Void. touch; AL CE; THACO 13. Larth wears Refer to the plans of the modified
Flitter captains (drow) (x2): AC 5; MV chain mail +2 and he is armed with a Wasp on the four-color map sheet. All ar-
12; W3; hp 8 , 9 ; #AT 1; Dmg by weapon; long sword and a drow hand crossbow (5 eas in the following descriptions corres-
spells: none (see below); AL CE; THACO bolts with sleep poison). pond to the numbered areas on the
19. They wear chain mail, and are armed Selene Darkcloud (drow): AC 3; MV plans.
with daggers (Dmg 1-4). 15; C10: hp 37; #AT 1; Dmg by weapon
Mosquito helmsman (drow): AC 5; MV (mace (2-7)); Str 13, Dex 11, Con 12, Int Foredeck
15; C6; hp 22; #AT 1; Dmg by weapon; 10, Wis 14, Cha 10; spells: none; AL C E
spells: none (see below); AL C E THACO THACO 14. Selene wears chain mail +2 1. Bridge.
15. She wears chain mail, and is armed and is armed with a horseman’s mace. If there remains a chance that the
with a footman’s mace (Dmg 2-7). Since she has used a helm in the last 12 Wasp can make an escape, Selene Dark-
Mosquito crew (drow) (x3): AC 5; MV hours, she can cast no normal spells. cloud will remain seated at the ship’s ma-
12; F2; hp 11. 13, 14; #AT 1; Dmg by This does not affect her innate drow abili- jor helm; otherwise, she will have taken
weapon; AL CE; THACO 19. They wear ties, however. up a defensive position somewhere in
chain mail, and are armed with long Both Larth and Selene have the follow- this area (preferably where she can am-
swords (Dmg 1-8). ing innate abilities, usable once per day: bush anyone who’s coming in). Depend-
All drow have the same innate magical dancing lights, faerie fire, darkness, clair. ing on the tactical situation, she might
abilities, usable once per day: dancing uoyance, detect lie, detect magic, dispel be hiding in the forward station on the
lights, faerie fire, and darkness. In addi- magic, know alignment, leuitate and s u g main deck.
tion, the Mosquito helmsman has the fol-
lowing abilities, usable once per day:
-
aestion.
Drow crew (x10): AC 5; MV 12; F2;hp
In addition to the helm, the bridge con.
tains a maptable covered with charts in
clairuoyance, detect lie, detect magic, dis- 3, 5, 5, 5, 8, 11, 11, 15, 15, 16; #AT 1; drow language and symbology. A char-
pel magic, know alignment, leuitate and Dmn by weapon; AL CE; THACO 19. The acter with a proficiency in modern lan-
suggestion. The Flitter captains and Mos- crewwear chain armor, and all wield long guages or navigation can make a
quito helmsman can use no normal swords (Dmg 1-8). Five are also equipped proficiency roll at a penalty of -2 to de-
spells because they have used spell- with drow hand crossbows. All crew- cipher them. These charts show the loca-
UdE4E A

tion of both Serta Ulm’s fleet and Teela Concluding the Adventure the manual labor performed by slave
Darkclouds Monarch Armada. races: or to remain forever in space,
Underneath the maptable is a locked Should the Wasp ship escape, it will plundering the shipping lanes for their
chest. This contains Larth Darkclouds immediately head for the drow Armada. requirements while living comfortably
spellbook and Selene’s holy symbol (a Any surviving PCs may decide to pursue aboard a stolen or drow-designed Ar-
spider cast from adamantine: 1,000 gp it. If the PCs can decipher the drow’s mada.
value). There are also two hammocks charts, or if they’ve managed to some- Space-faring drow have a philosophy
folded up next to the chest; Larth and Se- how extract the truth from the neogi or quite different from that of their ground-
lene sleep in respective corners of the from captured drow, they’ll know the lo- ling brethren. Rather than seeing them-
bridge. cation of Teela Darkcloud’sArmada. (Un- selves as a hunted race that must survive
less the PCs are quick in finding it, Teela and prosper through stealth, and then
will realize that something has happened
Main Deck to her task force, especially if one of the
only against overwhelming odds, space
drow-or “void elves” as they call
1. Forward Station. Flitters somehow escaped and returned themselves-believe that they have a
In most Wasp ships, this area is open to to tell her, and she will quickly move on.) destiny toward which they are inexorably
space: on this vessel, it is covered with a They’ll also know that the drow are cut- moving. Each nation has a different view
smoke-colored crystal dome. There is ting some kind of deal with the neogi, al- of this destiny.
nothing of value or interest present (un- though they might not know the exact
less Selene Darkcloud is hiding here). details.
This kind of information would be of
The Nation of
2. Crew Quarters. great interest to the Council of Admirals Eternal Twilight
There are sleeping stations (pallets or of the elven Imperial Navy, and they’d One drow nation has somewhat more
hammocks) for the ten crewmen. Since possibly reward anyone (quite hand- extensive and aggressive plans than the
this is a short journey, none of the crew- somely, too!) who brought it to their others. This group, the “Nation of Eter-
members has brought any valuables or attention-as long as some proof was nal Twilight,” has ambitions that extend
personal effects on board. provided. beyond the boundaries of a single crystal .
Of course, wouldn’t it be much more shell. What they see as their destiny is to
3. Galley. heroic for the PCs to try to do something be the core of a monolithic Matriarchal
about Teela Darkcloud themselves. . . 3 Fleet-similar to the Imperial Navy of
A smell catches in your nostrils and the non-drow elven nations-with the
makes your eyes water and your DM NOTES: same universe-spanning effectiveness
throat constrict. It takes you a mo- and power.
ment to realize that this is just the Drow in Space The Nation of Eternal Twilight is
aroma of drow cooking . . . small-a total of only 100 drow-but
Contrary to conventional wisdom, the what they lack in numbers they more
Apart from a rather unspeakable cas- drow do have a presence in space-not than make up for in focus and aggres-
serole bubbling on the stove, there’s extensive (yet), but enough to cause con- sion. The matriarch is a venerable drow
nothing here of interest. cern. They have at least two Armadas named Teela Darkcloud, a high priestess
which they have heavily modified, and of Lolth, queen of spiders. Teela is well
4. Cargo Bay. numerous other vessels. Many are of el- aware that her clan is nowhere near pow-
As the most central area of the ship, ven design: ships whose crews were slain erful enough to achieve her goal. Since
this is where Serta Ulm and Jerro have or were abandoned during the Unhuman she believes fully in her destiny to be the
chosen to hide. Depending on the tacti- Wars, later found and refitted by the Ultimate Matriarch of a unified drow
cal situation, they might have one or all drow. But the drow fleet also includes fleet, she knows that she needs powerful
three of their umber hulks with them as vessels of other configurations, mainly friends. Her knowledge of the races of
personal guards. acquired through ongoing space piracy. space is wide and deep, so it was no great
If combat is joined in this area, the mo- The phrase “drow fleet” is actually a difficulty for her to pick out the best ally:
rale for both neogi is 12.Should they sur- misnomer, carrying the connotation of a the neogi.
render, they are likely to trade details on centrally organized endeavor. Instead, Teela knows fully that an alliance with
Teela Darkcloud’s plans and her loca- the drow presence in space consists of a the neogi is fraught with risk. There are
tion, for their lives. (Of course, being number of “nations”-groups of varying many more neogi than there are of her
neogi, they’ll probably lie, and will cer- sizes, based around a single matriarchal people, and the “small lords” would
tainly look for opportunities to slay or clan. Each space-going nation typically gladly break any promise to enslave the
enslave the PCs.) has its own goals and agenda. Some- drow. Nevertheless, she feels that she
times these align, but more often they can offer the neogi enough of value in
5. Additional Cargo Bay. are totally independent from (even ac- the form of magic and drow-weapons
Unless some drow from the weapons tively inimical to) the efforts of other and armor so that, in the short term, at
deck have made a fighting withdrawal to drow nations. Most nations have fairly least, the small lords will hold to their
this area, the room is empty. limited goals: to set up an isolated out- side of any bargain. In the long term, she
post in a small crystal sphere, for exam- knows that the neogi will turn against
ple, commanded by the drow but with all her, but by that time she believes her na-
tion will be strong enough to stand on smart, they might do it in the captured 4 heavy ballistas
their own and fight off the encroachment Wasp ship.) Crew: 4 each
of the neogi. (In this, she might be right. 2 heavy jettisons
The neogi’s attitude of “own or be In the distance you can see some- Crew: 4 each
owned’ makes it difficult for the crea- thing frighteningly large occulting 2 bombards
tures to work together in a coordinated the distant stars. It looks like a hid- Crew: 3 each
manner. She and the rest of her nation, eously enlarged butterfly, its wing Cargo: 50 tons
however, are expert at working in con- span maybe 600 feet, two times the KeelLength: ’ 300’
cert, particularly when backed by the length of the butterfly’s “body.” And Beam Length: 50’
power of an entire planet-or shell-of there are smaller ships moving near
slave species.) it-elven Flitters, you assume- Boarding the Armada
absolutely dwarfed by their mon-
To further her goal, Teela has carried strous mother ship. This is the home of the drow Nation of
out preliminary discussions with a cer- Eternal Twilight from “Void Elves.” Un-
tain powerful neogi named Serta Ulm, This gigantic vessel is the drow’s Ar- like normal elven Armadas, this Mon-
overmaster of the Serta fleet (one Mind- mada. Teela Darkcloud has acquired and arch has only sixteen smaller vessels
spider and three Deathspiders). The next associated with it: a Wasp, four stinger-
modified a very rare form of Armada in-
step in negotiations is a face-to-face deed: the Monarch-class Armada. Only configuration Mosquitos, a Damselfly,
meeting between Serta Ulm and Teela half a dozen were built by the elves just and ten Flitters (four of them equipped
Darkcloud. For political reasons relating with spelljamming helms). Of this num-
before the Unhuman Wars, and then the
to “home turf,” Teela has insisted that the ber, the PCs have already encountered
design was abandoned. The configura-
meeting be on her Armada. Ulm (some- tion of the Armada is quite different from two Flitters, one Mosquito and the Wasp.
what surprisingly,perhaps) has agreed to These might or might not be present
that of the more common class of vessel
this. Teela has sent a Wasp, escorted by aboard the Monarch, depending on the
described on page 45 of the Lorebook of
two helm-equipped Flitters and a stinger- the Void. The citadel is carved from the outcome of the previous adventure. The
configuration Mosquito, to pick up the length of the ship’s body, and the upper previous adventure will also determine
neogi and bring him back to the Armada whether the two neogi, their slaves, and
surfaces of the wings are the landing flats
for the meeting. It is this small task force Larth and Selene Darkcloud are aboard
for smaller vessels. In addition, parts of
that the PCs have been unlucky(or lucky, the citadel are enclosed within domes of the vessel.
depending on your outlook) enough to smoke-colored crystal that filters out If the PCs are approaching in the c a p
encounter. tured Wasp, two Flitters (no helms) will
those frequencies of light that are harm-
ful to drow. leave the landing flats and escort the ves-
sel in for a landing (standard procedure).
Monarch Armada The dimensions of the Monarch are
Should the PCs be using another vessel
similar to those of the Elven Armadas.
Setting: Wildspace and be detected in their approach, how-
The body of the Armada is 300 feet long,
Party: 4-8 characters, levels 7-9 ever, the Monarch will mobilize all its
with a beam of 50 feet. The “wings” are
Ship: Any considerably larger than this-as in the spaceborne defences-the remaining
common Armada-but they add very lit- Mosquitos and Flitters, plus the
Damselfly-to engage the vessel and de-
Setups tle to the tonnage of the vessel. The Mon-
stroy it before it can pose a threat to the
arch Armada has the following statistics:
(Note: This is designed to follow the Monarch.
previous adventure “Void Elves”; how- The PCs can gain access to the Mon-
ever, it can be used as a stand-alone ad- Monarch-class Armada arch through the workshop doors or ei-
venture.) Built by: Elves (obsolete ther of the gunnery platforms.
The PCs hear rumors that drow- design) The Monarch’s SR depends on who is
manned vessels have been preying on Used Primarily By: Elves, Drow operating the helm. Usually this is Tessa
shipping in a certain region of space. Darkcloud, Teela’s eldest daughter. Un-
~~

Tonnage: 100 tons


The PCs hear vague rumors that an Hull Points: 100 der her control, the Monarch has SR of 5.
Armada of unusual design has been Crew: 40/100 All directions on or within the Mon-
sighted in a certain region of space. Per- Maneuverability arch are given in terms of for’ard, aft,
haps they are hired by a representative of Class: D port (left when facing for’ard) and star-
the elven Imperial Navy to check it out. Landing-Land No board.
(Since the system in the area is some- Landing-Water: No
what touchy about incursions by elven Armor Rating: 4 Levels of Readiness
task forces, an unofficial survey is more Saves As: Ceramic
politically expedient.) Power Type: Major helm Encounters within the Monarch will
Ship’s Rating: As for helmsman depend on whether the PCs have gained
If the PCs have just completed “Void entry through stealth or by speeding in,
Elves,” they’ll know the location of Teela Standard Armament: bombards blazing. If the former, then
Darkclouds Armada, and so will (hope- 2 heavy catapults conditions within the Monarch are “nor-
fully) be able to sneak up on it. (If they’re Crew: 5 each mal”: if the latter, then the drow are
“alerted.” All areas and encounter tables configuration Armada, only a few areas
for this adventure reflect these two levels within the body of the Monarch are usa-
of readiness. ble, the rest being a labyrinthine honey-
The drow will become alerted if the comb of crystal. Some areas have been
PCs draw attention to themselves. If any hollowed out-those used for the two
drow spot the PCs and escape to spread bridges, the jettison bay and the work-
the word, the Monarch will become al- shop areas-but the majority must be
erted in 2-8 rounds. Also, for each con- left intact to maintain the ship’s struc-
secutive round of combat, there is a tural integrity. The crystal-and hence
cumulative 5% chance that the drow will the entire Monarch-ranges from light
become alerted, regardless of whether mauve to deep purple, displaying com-
drow escape or not. Thus, in the first plex streaks and whorls of color.
round, the chance is 5%. 10% in the sec- The areas inside the body are dimly lit,
ond consecutive round, 15%in the third, with light provided by luminescent
etc. After one particular melee is over, organisms that form inclusions in the
assuming that no drow have escaped to crystal walls (holes were excavated for
spread the word, then the chance drops the ”lights,” then the crystal was allowed
back to 5% for the first round of the next to grow back around and over the glow-
melee. ing organisms). The level of illumination
Note that the drow are highly intelli- is about equal to starlight.
gent. If a group of them encounters the
PCs, then some will fight a holding Main Bridge.
action while others are dispatched to Normal: The captain and helmsmen-
raise the alarm. Delak and Tessa Darkcloud, respective-
The entire crew, except the command ly-are present with their standard
crew, will have the following designa- bridge crew of four drow (typical drow;
tions and statistics: hp 3 , 6 , 6 , 6).
“Typical” drow (39): AC 4; MV 12; F2; Alerted: Delak, Tessa and the bridge
hp 2-20: #AT 1: Dmg by weapon; AL CE; crew are guarded by a detachment of five
THACO 19. All wear drow armor and warriors(hp 8, 9, 12, 15, 16).
carry daggers (Dmg 1-4). The bridge has one companionway
Drow warriors (24): AC 4: MV 12; F3; leading to a door in the forward wall, giv-
hp 3-30; #AT 1; Dmg by weapon; AL CE; ing access to the weapons. There are also
THACO 18. All wear drow armor and spiral stairs leading into the antennae
carry long swords(Dmg I-8)and daggers (watch towers). The “eye” windows on
(Dmg 1-4). t h e bridge a r e made of the s a m e
Drow officers (8):AC 3;MV 12; F5;hp smoked-crystal material as the dome on
5-50; #AT 1; Dmg by weapon (long sword the back of the Monarch. This crystal filt-
(1-8), or halberd (1-10)); AL CE; THACO ers out the wavelengths of light painful
16. They have long swords + 1 at their to drow. The room is dominated by the
belts. major helm, a large and ornate throne
grown from bright green crystal. Along-
All drow aboard the Monarch have the side are the maptable and chart racks. A
same innate magical abilities, usable small cabinet contains assorted naviga-
once per day: dancing lights, faerie fire tion instruments.
and darkness. Those of fifth level or Delak Darkcloud (drow): AC 1;MV 12;
greater have the following innate abili- C13; hp48: #AT 1;Dmg byweapon(ham-
ties, usable once per day: dancing lights, mer (2-5)) or spell; Str 13, Dex 9, Con 10,
faerie fire, darkness, clairuoyance, detect Int 13, Wis 16, Cha 11; spells: protection
lie, detect magic, dispel magic, know from good, darkness, detect good, detect
alignment, leuitate and suggestion. magic, command, cause light wounds;
Note: If the drow in question are on enthrall, hold person, spiritual hammer.
any part of the ship exposed to starlight, flame blade, heat metal, aid; protection
they will wear ordinary chain mail, AC 5. from fire, animate dead, feign death,
prayer, cause blindness, cause disease;
Monarch Body tongues, cause serious wounds, protec-
tion from lightning, spell immunity; raise
The body of the Monarch is grown dead, plane shift; blade bam‘er (x2); AL
from the organic crystal comprising CE; THACO 12. She wears banded armor
most elven craft, and much of it is actu. + 2 and has a hammer hilted at her waist.
ally air space. Unlike the standard- Note that if the Monarch is alerted, Delak
will probably have had time to cast some Auxiliary Bridge. Monarch Citadel
of her more relevant spells on herself. Normal: The area is usually deserted
Tessa Darkcloud (drow): AC 2; MV 15; (25% chance of one typical drow The long, narrow configuration of the
C10; hp 45; #AT 1; Dmg by weapon; Str oresent: ho 7). Monarch’s body puts severe constraints
12, Dex 13, Con 12, Int 1 1 , Wis 14, Cha ’ AlertediThe bridge is guarded by a de- on the design of the citadel. The citadel’s
11; spells: none; AL CE; THACO 14. She tachment of five drow warriors (hp 15, structure has a length of some 125 feet,
wears splint mail +2, but is unarmed. 17, 20, 22,23). but at no point is it wider than 35 feet.
Unlike the forward bridge, this area The interior, of the structure is
Antennae Watch Towers. has no window to the outside. The room lit by the same luminous inclusions as
The towers reach 40‘ above the bridge is dominated by the back-up major helm, the Monarch body. In no area is the illu-
and the hangar. The top chamber is a large and ornate throne grown from mination brighter than starlight. Unless
ringed with crystal windows, each cov- bright green crystal. Alongside are a otherwise stated, all ceilings are 10 feet
ered by a movable shutter. maptable and chart racks, containing a high. Of course, there are no windows
Normal: One typical drow (hp 8) is on duplicate set of charts. A small cabinet (consider the race involved).
watch duty in each tower. He is armed contains assorted navigation instru-
with a hand crossbow and a long sword. ments. Note that only one helm can be in 1. Exit to Flight Deck.
Alerted: One drow warrior (hp 13) is on use at a time in the same vessel. These double doors lead out onto the
watch duty in each tower. He is armed wings of the Monarch, allowing access to
with a hand crossbow and a long sword. Jettison Bay. the Flitters as well as being a general en-
Normal: Only one jettison crew (four trance for any guests brought in on other
Gunnery Platforms. typical drow; hp 6, 8, 8, 12) is on duty. ships.
There are two platforms, one by each Alerted: Both jettison crews (eight typi- Normal: One ceremonial guard-a
bridge. cal drow; hp 6, 7, 8, 8,9, 12, 13, 18) are drow warrior carrying a halberd in addi-
Normal: The forward olatform has a on duty, accompanied by three drow war- tion to his normal arms-stands in front
skeleton crew of 9 typical drow (hp 5, 6, riors (hp 14,15, 18). of each door (hp 15.21).
7,8,8,9,9,10,11). Mounted in this huge area are two Alerted: Four drow warriors-two
Alerted: Each platform is fully heavy jettisons. The rear area of the bay armed with halberds. two with hand
manned by 18 typical drow (hp 5,5,6,6, is closed by large articulated doors that crossbows-guard each door (hp 12, 13,
7, 7, 8,8, 8, 8, 9, 9, 10, 11, 11, 12, 13, are so well counter-weighted that they 13, 14, 15, 19, 23, 25).
14). can be operated by one drow. The jetti-
Each platform is equipped with two sons are capable of firing at aft targets; 2. Aft Exit to Gunnery Platform.
heavy ballistas and one heavy catapult. they are intended to “discourage” ships This door allows access to the rear
Each weapon is mounted on a rotating with the temerity to pursue the Monarch. weapons platform.
turret. Unlike the bombard positions,
there are no domes over these platforms Bombard Turrets. 3. Guardroom.
(too complicated when multiple weap- Normal: Deserted. The room is furnished with hard
ons might be engaging multiple targets). Alerted: In 2-12 rounds after the alarm wooden chairs and a table. A
In bright light, the effectiveness of the is raised, three typical drow are present dartboard-painted like a a non-drow
weapon crews goes down; the rate of fire in each of the two turrets to crew the elfs head-is mounted on a wall. (Dart
decreases by one (to 114 rounds for the bombards. holes are clustered around the eyes and
catapults and 115 rounds for the ballis- Each rotating turret is covered by a the throat.) A rack on another wall holds
tas), and the weapon’s THACO increases crystal dome, with an opening in it to al- two drow hand crossbows and 24 bolts.
by 1 (to 19 for the catapult and 13 for the low the bombard to fire out (think of an Normal: Four drow warriors (hp 9, 11,
ballistas). observatory dome). Along with the bom- 15, 21) are lounging around, playing
bard, each turret stockpiles 10 bombard cards ( + 1 to chance for surprise).
HangarMrorkshop Area. projectiles and enough smoke powder Alerted: The room is empty (the
Normal or alerted: Deserted. for 10 rounds. The turrets are so ar- guards are on patrol).
This huge empty area was designed to ranged that the bombards cannot fire at
give workmen a chance to repair Flitters the Monarch itself (either by accident or 4 and 5. Storage Room.
in an enclosed area. Currently,no vessels through malign intent). A repository for all kinds of trash and
are in for work. The roof is supported by The bombards are located on the un- knickknacks: brooms, ropes, old buck-
gnarled “trunks” of crystal distributed derside of the Monarch on purpose. This ets, floor soap, bundled up cloths, a mop
every 40 feet. Set into the roof are two way, if they happen to misfire or if the or two, etc.
large hatches through which small ves- powder is detonated by enemy action,
sels can be brought into and out of the the damage to the “battle surface” of the 6 and 7 . Pilots’ Quarters.
workshop. Stashed in the stern end of Monarch will be minimized. Even though the pilots of the Flitters
the area are two large cabinets that con- and other vessels are the elite among
tain the tools of the elven shipwright warriors, their quarters are nothing if not
(hammers, clamps, trimming knives, spartan. Each room sleeps six in
fine binding wire, small weights, etc.) curtained-off alcoves. An alcove con-
tains a hard sleeping pallet and perhaps a
small foot locker. In some alcoves, the Normal: ld3 typical drow (hp 5.8,11) Normal: 2-4 off-duty drow warriors-
walls are decorated with drow art-to hu- are present, whipping up the food. They fully armored but packinq onlv
man eyes, only slightly less repellent are unarmed, but if a scrap starts, they daggers-are sitting around chacing (hp
than garbage hung on the wall. A com- can quickly snatch knives from the rack. 5. 9. 17. 17).
. I

plete search of each room will turn up the Alerted: Only one typical drow (hp 11) ’ Alerted: The room is empty.

following loot: 3-30 pp, 1-4gems (1 00 gp is present, making sure the food doesn’t
base), 1-2 sets of drow armor, and 1-4 burn. He already has a large knife (treat 14. Storage Room.
spell books belonging to the pilot/mages as a dagger) stuck down his belt just in Contains more brlcabrac: tools, bro-
(see below). case trouble starts. ken wooden furniture, discarded art-
There are two types of drow who oper- work, etc.
ate the smaller vessels: male pilot/mages 10. “Wine Cellar.”
and female pilotlpriestesses. Typical sta- This is where the Monarch keeps its 15. Library.
tistics are as follows: potables. The door is usually kept locked The walls are lined with shelves groan-
Pilothage: AC 4; MV 12;W4;hp 4-16; (+ 10% chance to pick). The room con- ing with books. All are in the drow lan-
#AT 1; Dmg by weapon (dagger (1-4)) or tains tuns of beer, casks of brandy and guage, and none contain much of
spell; AL CE; THACO 19. Pilot/mages barrels and ewers of wine. There are also interest to non-drow.Most are intermina-
carry only daggers. Their spellbooks are four small earthenwarejugs containing a ble histories of the drow race, genealo-
locked in foot lockers. patently nasty and incredibly potent gies of the Nation of the Eternal Twilight,
Pilot/priestess: AC 4; MV 15; C4; hp drow spirit distilled from fermented fun- texts on drow philosophy, etc.
4-24; #AT 1 ; Dmg by weapon (club (1-6)) gus. (Any non-drow taking more than a Normal: There is one typical drow
or spell; A L CE; THACO 18. Pilot/ sip is immediately moderately intoxi- present (hp 7), doing some research.
priestesses have small clubs hanging on cated: +2 to morale, -3 to Intelligence, Alerted: The room is empty.
their belts. -4 to Wisdom, -2 to Dexterity, -1 to
The DM should determine what spells Charisma, -1 to hit, but + I to hit 16. Workers’ Quarters.
each NPC knows. This will determine the points. The effect lasts 20-40 rounds.) This room sleeps 20 typical drow. As
spells found in captured spellbooks. Each jug of spirit is worth 300 gp to any- in room 11, there are several foot lockers
Normal: In each room, there are 0-2 one stupid enough to want to drink the around. A complete search of the room
(ld3-1) each of pilotlmages and pilot/ stuff (lizard men and some dwarves will turn up the following loot: 1-8 suits
priestesses present, napping or sitting come to mind). of drow armor, 10-30 pp and 1-6 gems
around chatting. The majority of the room is taken up (1 00 gp base).
Alerted: In each room, there are 0-1 with huge barrels of drinking water. Normal: 2-8 typical drow (hp 4,6,6,8,
(ld2-1) each of pilot/mages and pilot/ 9,9,11,12) are present; 75% are asleep.
priestesses. None will be napping. The 11. Warriors’ Bunkroom. Alerted: 1-3 typical drow (hp 6, 8, 9)
others are on duty elsewhere. The room sleeps 20 drow warriors, but are present. They’re off duty, but not
not very comfortably. Two-level wooden asleep.
8. PantrylLarder. bunks line all walls, and sleeping pallets
The food storage room for the Mon- cover most of the floor. Many bunks have 17. Officers’ Quarters.
arch. A permanent cone of cold keeps foot lockers beside them. A complete This room, slightly more luxurious, is
one corner of the room cold. Here are search of the room will turn up the fol- home to two drow officers. The sleeping
hung sides of meat (the nature of the lowing loot: 1-12sets of drow armor, 20- pallets are more comfortable, and there
beasts they were taken from is best left 60 pp and 2-8 gems (100 gp base), in are tapestries-depicting drow involved
unimagined). Baskets of vegetables and addition to the usual paraphernalia sol- in a favorite sport (hunting humans
strange fruits, plus sacks of grain take up diers keep in their foot lockers (playing through caverns)-on the walls. A com-
the rest of the room. (Most of this food cards, useless mementos, good luck plete search of the room will turn up 20
was stolen from ships with the bad for- charms, etc.). pp and a 500 gp diamond.
tune to encounter the drow Monarch.) Normal: 2-12 drow warriors are Normal: 1-2drow officers are present.
present (hp 9, 12. 15. 15. 18, 18, 19. 19. They are armed with long swords + I .
9. Kitchen. 20,20,20,22); 75% are asleep. There is a 50% chance that each is
The smells issuing from this room are Alerted: The room is empty. asleep.
too horrible for most humans or demihu- Alerted: The room is empty.
mans to contemplate (lizard men or 12. Armory.
neogi would probably feel sudden pangs Weapon racks are everywhere, 18. Priestesses’ Quarters.
of hunger, however). Along the port wall mounted on the walls and free-standing Even more luxuriousthan room 17,this
corner is a large wood-fired iron stove. In on the floor. The total contents of the room is home to two drow priestesses.The
the oven a large haunch of something is room are 10halberds; 5 drow hand cross- tapestries on the wall depict sacrifices to
baking, while a huge cauldron best left bows + 60 bolts; 10 javelins; 5 long the goddess Lolth. A complete search of
unexamined bubbles away on top. Racks swords; 8 short swords; and 20 daggers. the room will turn up the following loot: 25
on the wall contain cooking tools, includ- pp and a diamond-encrusted spider sym-
ing a selection of eight rather nasty 13. Guards’ Messroom. bol (1,200 gp value).
knives and cleavers (treat as knives or Long wooden tables and hard benches Normal: 1-2 drow priestesses are
daggers). dominate the room. present (AC 4; MV 15; C4; hp 18, 19; #AT
1; Dmg by weapon (hammer (2-5)) or spells: bless (x2). detect magic; augury, that this couldn’t fit any of the well-
spell; spells: bless, command, cause fear; enthrall (2);pyrotechnics,cause disease; known three-limbed races like xorns or
hold person, spiritual hammer; AL C E cause serious wounds; AL CE; THACO tiraphegs; the conformation of the crea-
THACO 18). They are armed with ham- 16. Landa is unarmed. Around her neck ture must be unlike any currently recog-
mers. There is a 25% chance that each is she wears an adamantine spider symbol nized in the known worlds. N o one
asleep. (1.000 gp value). aboard the Monarch knows the history of
Alerted: One priestess is present (hp Alerted: There is a 75% chance that this trophy (in fact, a drow expedition of
18). She is deep in prayer ( + 1 to chance Landa is present, casting augury (using long ago found it in an abandoned aste-
of surprise). her holy symbol as the material compo- roid base). The room is deserted.
nent) to determine what her role should
19. Chapel. be in the present troubles. 24. Official Meeting Room.
At the aft end of the room is an altar This is set up like a large boardroom,
formed from a single block of obsidian. 22. Reliquary. with a 30’ long obsidian-topped table
Mounted on the wall above the alter is a This room contains a number of holy down the center of the room, with 20
silver representation of Lolth. This sym- items of great significance to the drow chairs positioned around it. This is where
bol is 4’ across, weighs 75 pounds, and is Nation. They are displayed in great Teela Darkcloud and her immediate fam-
worth 250 gp. honor in crystal-frontedcabinets. These ily conduct official business with other
Normal: A service is in progress. A cabinets are locked (-15% chance to parties that they must treat as equals
drow priestess (AC 4; MV 15; C4; hp 16; pick), but they can be smashed in by (this is where the meeting with the neogi
#AT 1; Dmg by weapon or spell; spells: bludgeoning weapons (each of the four is scheduled to take place). Other audi-
bless (d), cause fear; hold person, spint- cabinets can withstand 6 hit points of ences, where Teela is dealing from an ob-
ual hammer; AL CE; THACO 18) is con- damage). The four cabinets contain: vious position of power, take place in the
ducting the service, while three typical 1. A gold-plated skull (one of Teela’s throne room.
drow (hp 5,5, 12) and two drow warriors ancestors; 350 gp value) and a platinum Normal: If the neogi escaped from the
(hp 12, 13) kneel in prayer. The drow ceremonial dagger (500 gp; useless as a PCs aboard the Wasp ship (see “Void
priestess wears a voluminous black robe, weapon, since the blade is so soft). Elves”), there is a meeting in progress
with a hood pulled forward to cover her 2. An adamantine circlet with a ruby here when the PCs arrive. This is also the
head and shadow her face. This is the set in the browpiece (1.000 gp value) and case if this adventure is being played
typical vestment used by priestesses of a matching choker (850 gp value). stand-alone. Serta Ulm and Serta Jerro
the Nation when conducting services 3. A copy of the “Book of the Spider” are present, with their umber hulk
(priestesses usually don’t wear these (a sacred writing in the worship of Lolth). slaves, as are Larth and Selene Dark-
robes anywhere else but in this chapel or Its binding is made from the scales of a cloud. (If any of these worthies were
the family chapel upstairs, but if the celestial dragon. The binding is worth killed in the previous adventure,then ob-
Monarch is alerted, other drow will- 2,000 gp; the book itself is of value only viously they are unable to attend the
probably-be too busy to question any- to certain sages (and even then, not meeting.) Their statistics are repeated
one wearing such a robe). She is worth too much). here for convenience:
unarmed. 4. The cloven skull of a drow hero of Larth Darkcloud (drow): AC 3; MV 12;
Alerted: A drow warrior (hp 10) kneels centuries gone by. The skull emits an F7lW5; hp 60; #AT 312; Dmg by weapon
before the altar, praying for strength and aura of necromancy. The skull is worth- (long sword(l-8), drowcrossbow(1-3))or
courage in the current troubles. less (although the PCs probably won’t re- spell; spells: chill touch(k2), magic missile
alize that. . . ). (x2); web, stinking cloud; oampiric touch;
20. Robing Room. Normal: There is one typical drow (hp AL CE; THACO 13.
Wardrobes along the wall contain 12) present, engaged in meditation. Larth now wears drow armor that is ef-
eight full-length black robes with hoods. Alerted: The room is empty. fectively +2 (although non-magical). He
The door to the corridor is locked; all is armed with a long sword and a drow
priestesses have keys. 23. Trophy Room. hand crossbow.
Mounted on the walls are the heads of Selene Darkcloud (drow): AC 3; MV
21. High Priestess’s Room. many beasts slain by the drow in hunting 15; C10; hp 37; #AT 1; Dmg by weapon
One of Teela Darkcloud’s lesser expeditions, including a small celestial (footman’s mace (2-7)); spells: none (see
daughters, Landa Darkcloud, makes her dragon and more than a couple of below); AL CE; THACO 14. Selene now
home here. As befits her temperament, it dwarves and elves. Other trophies on the wears drow armor that is effectively + 2
is spartan, with nothing of value to en- wall include a cloven ogre-sized shield. a (although non-magical). She is armed
liven t h e dark, black-draped room. riven helmet, and two cracked two- with a footman’s mace. Since she has
(Landa is truly devout, and keeps noth- handed swords. In the middle of the used a helm in the last 12 hours, she can
ing of value.) room stands an enormous suit of plate cast no normal spells. This does not af-
Normal: There is a 25% chance that mail. fully 9’ tall and more slender (pro- fect her innate drow abilities, however.
Landa Darkcloud is present, deep in portionately) than a human. The design Neogi (Serta Ulm, Serta Jerro): AC 3;
meditation (+2 on surprise). is totally unfamiliar: it is built to accom- MV 6; HD 5; hp 32 (Ulm), 25 (Jerro); #AT
Landa Darkcloud AC 3; MV 15; C7; hp modate a creature with three legs and 3; Dmg 1-311-311-6;SA slowing poison;
1 9 #AT 1 ; Dmg by weapon or spell; Str three arms, showing trilateral symmetry. A L LE; THACO 15.
12, Dex l l , C o n 9 , Int 12, Wis 16,Cha 10; From the shape of the suit, it’s obvious
Umber hulk(x3): AC 2; MV 6; HD 8 +8; ing several centuries’ worth of family re- 29.Selene’s Room.
hp 43, 47, 50; #AT 3; Dmg 3-12/3-12/1- cords. Against the starboard wall is a This room, with its single large bed, is
10; SA confusion; AL C E THACO 11. large desk, inundated with papers. used by Selene. A wardrobe against the
The umber hulks are loyal to their neogi Everything here is very prosaic, nothing aft wall contains both male and female
masters, and will fight to the death to to interest intrepid adventurers. drow formal garb (both are black robes,
protect them. albeit differently tailored). The wardrobe
26. Private Study. also contains a long sword and a drow
In addition, Teela Darkcloud is The door is locked; only Teela has a hand crossbow (no bolts, though). There
present. key. Bookshelves line the walls, most of is a dressing table, but there’s nothing on
Teela Darkcloud (drow matriarch): AC them the drow equivalent of trashy ro- top of it. The drawers contain similar
1; MV 15; C15; hp 72; #AT 1; Dmg by mances and potboilers. The only other items to the one in Teela’s room, plus a
weapon or spell; Str 13, Dex 11, Con 12, furniture is a comfortable armchair. This choker studded with garnets (350 gp
Int 13, Wis 16, Cha 13; spells: bless, is where Teela comes to relax and get value).
curse (&?),cause light wounds (d), dark- away from everything.
ness (&?),sanctuary; charm person (x2), 30. Boras Darkcloud’s Room.
enthrall (d) heat
, metal, hold person (&?), 27. Teela’s Quarters. Boras is (or was) Teela’s husband.
spiritual hammer; animate dead, contin- Some century or two ago, they had a
ual darkness, cause blindness, cause Opulent is hardly a strong enough
word for this room. Priceless carpets slight marital tiff, and Teela killed him.
deafness, cause disease, protection from and tapestries are everywhere (unfortu- Although there could be no repercus-
fire; abjure, cause serious wounds (x3). nately for greedy adventurers, all are sions from this, Teela being the ultimate
protection from good 10’ radius (&?); too large to move without much effort). ruler and sole law-giver of the Nation, it
cause critical wounds (~2). slay liuing (x2;
The huge canopied bed is draped in was a slight breach of etiquette. S h e dis-
reversed version of raise dead); blade bar- cloth-of-gold. The furniture itself is all posed of the body and told the rest of
rier, word of recall (to her private chapel);
antique and valuable, pillaged from the family that Boras had “gone off
destruction (reversed resurrection); AL ships and outposts of a dozen different alone hunting space beasts” (how he
CE; THACO 12. worlds. Teela’s dressing table is littered managed this when all of the Nation’s
Teela is armed with a mace +2. with jewelry: a platinum tiara (900 gp), vessels were still on the landing flats
Around her neck she wears a mithril spi- three rings(500 gp each), a pair of emer- was somewhat of a mystery). Even two
der symbol encrusted with diamonds
ald earrings (300 gp each), an electrum hundred years later, the family still
(2,500 gp value). Although vicious and maintains the fiction that Boras will be
aggressive, Teela is not stupid. If a fight brooch (250 gp), and a necklace of
priceless, glowing “fire diamonds” from back someday, and his room is kept
looks a s though it’s going against her, a distant shell (15,000 gp). The drawers ready for that eventuality (Larth uses
she immediately seeks escape. probably
using her word of recall. She will not sur- of the dresser contain the drow equiva- the room until his return).
lent of lingerie (spider-silk undergar- Although less opulently furnished
render to “inferior races,” preferring to ments and the like) plus a few other than Teela’s room, this is obviously the
die nobly in battle. If there is no alterna- drow fancies (a dagger or two, etc.). room of a powerful lord. A wardrobe be-
tive to death, she will have no qualms Normal: There is one very young drow side the bed contains the robes of state
about taking anyone or anything down
with her to destruction. priestess (AC 4; MV 15; C1; hp 3; #AT 1; he wore as Teela’s consort (black robes,
Dmg by weapon or spell; spells: cause of course). Another cabinet contains his
As discussed in “Void Elves,” the neogi light wounds; AL CE; THACO 20) present. hunting gear (another hint that some-
will do whatever it takes to save their She is Teela’s maid, and is cleaning. Al- thing is amiss): two javelins, a long
lives . . . even (maybe) tell the truth
though young and weak, she’s cunning sword, three daggers, a hand crossbow
about their purposes here. and nasty: she’ll fake terror of any in- with 12 bolts, and a heavy crossbow with
A drow officer carrying a halberd truders, hoping they’ll feel sorry for such 12 bolts. A spear stands in the corner.
stands guard inside each door.
Alerted: Teela, Larth and Selene are in a young slip of a thing . . . and then d o The main attention-getter in the room,
her best to kill them at the first opportu- however, is a huge stuffed yeth hound,
Teela’s throne room (assuming the latter nity. She is currently unarmed. against the aft wall. (This was Boras’s fa-
two survived the previous adventure). If Alerted: The room is empty. vorite hunting companion. When it died,
the neogi and umber hulks survived to in a moment of sentimentality Boras had
reach the Monarch, they have been left
here, with four drow officers (hp 25, 27, 28. Family Chapel. it stuffed so he could keep his old friend
Against the aft wall is an altar of ob- with him.)
28, 30) a s additional bodyguards, until
sidian. Inlaid into the wall above it is a
the present crisis is over. representation of Lolth. Black hangings 3 1. Guest Room.
drape the walls. On the altar is an ada- Although the drow Monarch has
25. Teela’s Office. mantine symbol of Lolth (value 1,000 guests very rarely, one room has been set
Running a drow Nation is more than gp). This has been cursed so that, when aside for them. This room is furnished
glory and power; unfortunately, it also in-
any non-drow touches it, it gains the comfortably if not flashily, with two beds,
volves management and paperwork. powers of ajewel of attacks. The room is a couple of tables, and a handful of
This is where Teela performs the more
empty. chairs. (This furniture is, of course, to-
mundane duties of her position. There tally useless t o the drow’s current
are bookshelves along the walls, contain-
guests.)
32. Guest Study. 35. Private Chapel. *Mage(3):AC4;MV 12: W3(hp3-12):
This quiet room has two armchairs for As high priestess of the Nation, this #AT 1; Dmg by weapon (dagger: 1-4) or
private conversation or reading. The chapel is reserved for Teela’s sole use. spell: spells: burning hands, magic rnis-
walls are lined with the drow’s idea of Against the starboard wall is a small al- sile, scare; AL CE; THACO 20. Armed
light reading. (Some of it is even in tar. Resting upon it is a symbol of a spi- with a dagger.
tongues other than drow.) There is noth- der shaped from some form of ceramic. **Priestess (6): AC 4; MV 15: P4 (hp 4-
ing of value here. It emits an aura of evocation magic. If the 24): #AT 1; Dmg by weapon (footman’s
item is shattered-as it will be if thrown mace: 2-7) or spell; spells: curse, cause
33. Throne Room. against a hard surface-it blossoms into light wounds, darkness; heat metal, si-
The walls are hung with drapes of silk a mini-fireball, 5’ in radius. Although lence 15’ radius; AL CE; THACO 18.
in black and the hue of dried blood. At small, the fireball is incredibly hot, in- Armed with a footman’s mace.
the forward end of the room, upon a flicting 10d6points of damage to anyone
raised dais, is Teela Darkclouds throne, within the blast radius and having a 50% Concluding the Adventure
carved from a single chunk of obsidian. chance of igniting anything inflammable
within 40‘ of its center point. Possibly the smartest thing that the
Next to it on the dais is a space where a
This is the sanctuary to which Teela’s PCs could do would be to infiltrate the
smaller chair obviously once sat. (Per-
word of recall takes her. Monarch, find out what’s going on, and
haps it will be replaced when Boras fi-
then make a quick getaway. As discussed
nally returns from his hunting trip.)
36. “Bolt-hole.” in “Void Elves,” information about the
The throne room has a smoky crystal
With secret doors on each end, this is drow-neogi dealings would be of great in-
dome above the rest of the Armada’s
structure. From here, Teela oversees an ideal place for Teela to hide until the terest to the Council of Admirals of the
“her future territories . . . ” heat is off. There is enough food and wa- elven Imperial Navy, and they’d probably
Normal: The room is empty (Teela and ter for 3 days. handsomely reward anyone who brought
it to their attention . . . as long as some
the others are downstairs, meeting with
proof was provided.
the neogi.) Encounter Tables Conceivably, a party of fired-up PCs
Alerted: Teela, Larth and Selene (as-
The number and nature of encounters might be able to totally defeat the drow
suming they survived) are present, dis-
will depend on whether or not the Mon- and take over the Monarch. This might
cussing strategy. Teela is on her throne,
the others are standing before her. arch has been alerted. Each turn that the not be such a good idea. If any drow es-
PCs spend aboard the Monarch, roll capes death-by stealing a Flitter, per-
Teela’s throne is flanked by four drow of-
Id10 and consult the following tables: haps (and this is really quite
ficers. They have long swords + I
likely)-then other drow Nations will de-
sheathed at their hips. Normal finitely hear about what happened. Even
1 - if there’s no real allegiance between Na-
34. Teela’s Robing Room. 2 - tions, there is certainly some racial
Wardrobes against the walls hold Teela’s 3 -
robes of office-black velvet garments pride. The other space drow won’t let “in-
4 1 typical drow ferior races” tromp some of their kind
worn only on occasions of the highest 5 1-3typical drow without some kind of vengeance. (Also,
solemnity-and a simple black 6 1-3 drow warriors + 1-3 typical from a pragmatic point of view, there’s a
priestess’s robe. A locked chest, trapped drow perfectly good Monarch out there, prob-
with a poison needle (save vs. poison at 7 1 drowmage’
-4 or die; the poison inflicts 2-24 pts. of ably underdefended by a motley crew of
8 1 drow priestess** adventurers and ripe for the taking.)
damage even if the save is made), con- 9 1 drow priestess** + 1-3 typi- As for the neogi, they won’t know the
tains the Coronet ofthe Nation: an elabo- cal drow details, but they will know that Serta Ulm
rate adamantine crown worth 5,000 gp. It 10 1 drow mage* + 1 drow priest-
emits an aura of alteration magic. When and Serta Jerro haven’t come back. The
ess** + 1-3typical drow loss means nothing on the personal
worn by a female drow-and only a fe- Alerted level, but it does seem to imply that drow
male drow-it limns the wearer with a 1 - aren’t above tricking and killing neogi
faint glowing aura, similar to a very sub- 2 -
dued version of faerie fire; this aura is so ambassadors. The word will certainly go
3 1 drow warrior out that “the drow in the Monarch’ are
faint that it cannot be seen in conditions 4 1-3 drow warriors enemies. And everyone knows how the
brighter than moonlight. 5 1 drow officer + 1-3 drow
Anyone who comes in contact with the neogi treat enemies!
warriors The elves are very hard-nosed about
wearer suffers the effect of a shocking 6 1 drow officer + 1-6 drow
grasp spell cast at the 12th level of abil- making sure no non-elves get their mitts
warriors on a Monarch. Any “unauthorized”
ity. This effect is continuous while the 7 1 drowmage* Armada-particularly of the Monarch
wearer is alive and keeps the crown on 8 1 drow priestess**
her head; there is no limit to the number configuration-will be attacked on sight
9 1 drow priestess** + 1-4drow by any elven vessel that encounters it.
of shocks the item can inflict. warriors
Teela will try to retrieve the crown and Other races have probably heard
10 1 drow mage’ + 1 drow priest- enough “space dust” tales about Mon-
put it on should trouble start. ess* * + 1-4 drow warriors archs to recognize one if they see it. Any-
one spotting the Monarch will immedi-
ately assume that it’s manned by drow plane, it looks like a statue, a six foot
. . .a race hated and feared by most non- high statue with six limbs. Definitely realizes one is not forthcoming, it
Evil societies. insectoid, but something about it speaks haltingly in the Common
The bottom line is, if the PCs decide to makes it seem disconcertingly man- tongue, its voice harsh and gritty, with
sail around in the Monarch, practically like. a strange accent.
everyone’s hand will be turned against Several other crewmembers have “For my life, I thank you.”
them. (It’s not quite as bad as trying to gathered around to look at the curios-
use a Deathspider for a pleasure craft . . . ity as well. “What should we do with Tiktitik (thri-kreen): AC 5; MV 18; HD
but almost.) After the fifth unprovoked it?” one of them asks, somewhat 6 +3; hp 24; #AT 5 or 3; Dmg 1-4(x4)/2-5
attack, the PCs might realize that the plaintively. or by weapon; SA paralysis; SD dodge
best move is to ditch or scuttle the Mon- Good question. . . missiles on roll of 9 or better; AL CN;
arch. THACO 15. Tiktitik has lost his polearm,
Should the PCs not break up the meet- The object is directly on the ship’s but still has six of his “throwing wedges”
ing between the drow and the neogi, then gravity plane and drifting slowly away (Dmg 3-8)sheathed in his harness.
an alliance-rather a shaky one, but an from the hull. It is surprisingly light for
alliance nonetheless-will result be- its size and appearance, weighing only The Mantis’s Tale
tween the two races. Drow officers may about 180 pounds (rather than the 500
rarely be seen aboard neogi ships, and pounds or more that a stone statue The thri-kreen-who is named Tikti-
the drow Monarch will frequently be ac- would weigh), and therefore easy enough tik-is a male warrior, and a member of a
companied by at least one Deathspider to hoist on board. space-going band that called itself the
when it’s on a raid. Both races know that People of the Celestial Mantis. This group
the alliance is for the short term only- Thri-Kreen were devout members of what was, 40
one will betray the other, probably centuries ago, the dominant sect in the
sooner than later-but for the next sev- Any PC who has seen a thri-kreen be- race’s religion. (This religion remains
eral months or years, the drows’ growing fore will immediately recognize that this multi-faceted and largely incomprehen-
area of influence will not be a healthy is a mantis warrior. PCs who have a profi- sible-except to thri-kreen,however, who
place to be. . .(Future adventures can be ciency in animal lore can make a profi- seem able to understand its intricacies
developed around attempts to break up ciency check to see if they recognize it. and apparent contradictionswith no trou-
this unholy alliance before the drow The thri-kreen may look like a statue, ble, and conduct interminablephilosophi-
grow too strong.) and its grey surface seems to be as hard cal discussions about them.)
as stone, but appearances can be deceiv- The tenets of this group’s belief in-
ing. This is actually a living thrbkreen cluded an injunction to “spread the
Time Capsule marooned in the phlogiston, and kept in word” among the spheres, and to convert
Setting: The Flow a state of suspended animation by that every living being to the worship of the
Party: 4-6 characters, levels 6-8 strange medium. Mantis God of the Eternal Lotus. Under-
Ship: Any About 4,000 years ago, a mantis war- standably, this put the thri-kreen into
rior fell overboard while its ship was in conflict with various other races who
combat with another vessel in the Flow. were quite happy with their own reli-
Setup By the time the combat was ended, the gions, thank you. This refusal to accept
The PCs are travelling through the thri-kreen vessel was unable to find its the inevitable didn’t sit well with the thri-
Flow between two crystal shells. For lost crewmember. For the next 40 centu- kreen, who brought the full forces of
some reason, they are travelling at tacti- ries, the thri-kreen drifted, inert. Until their spacefaring fleet to bear against
cal speed (perhaps they are too close to a now. these “infidels.” They did this without
crystal shell to travel at full speed). Exposed to the air aboard the PCs’ves- any animosity, and would have been sur-
sel, the “statue” begins to change. prised to learn that their victims took
Thud! Within five minutes its color begins to matters somewhat more personally.
Not a loud sound, but enough to shade from dull grey toward a brilliant At the time, the thri-kreen’srather pro-
catch your attention. Particularly out light green. Its surface, while still hard, tean religion viewed time as a fixed and
here in the Flow, where there should becomes less stone-like and more like immutable thing. The past is unchange-
be nothing to “thud” against. that of a fingernail. This transition takes able, and the future is fixed. In fact, the
“We’ve struck something,” one of one hour. At the end of that period, the words “past” and “future” are mislead-
your crew sings out. thri-kreen twitches suddenly, looks ing, since time is rather like an intricate
“No kidding,” you want to answer, around and stands up. tapestry of infinite extent. Nothing
but hold your tongue. You join the ob- changes in time, as nothing changes on a
servant crewmember by the rail and With quick, darting motions of its tapestry. The fact that time seems to flow
look down. head, the “statue” looks around you, and things seem to change is simply be-
Yes, you certainly did strike some- the strange colors of the Flow reflect- cause creatures are able to view only one
thing. Something interesting. Resting ing in its multi-facetedeyes. The crea- portion of the tapestry at a time.
against your hull, right on the gravity ture makes a high-pitched whirring, This rather specious argument may
rasping sound, then is silent for a mo- seem nonsensical, but it was of great im-
portance to the thri-kreen. They saw possess the bodies of living creatures so move into space. Tiktitik returns in the
their destiny as fixed-to spread “the that they can escape the Flow and return adventure “Jihad.”
truth” throughout the universe-and to a crystal shell. Along the way, how-
hence could feel no animosity, and offer
no mercy, to those obstacles that stood
ever, they would relish a chance at re-
venge against the race that slew them
The Outpost
in their way. and their fellows. The surviving thri- Setting: The Flow, wildspace
The ship that Tiktitik was aboard was kreen soon left the phlogiston, so they Party: 4-6 characters, levels 6-8
given the task of “converting” a human could do nothing to them. But here, drift- Ship: Any
outpost. On the way there, however, the ing in the Flow with them, was one of the
ship was ambushed by a human vessel. It hated mantis warriors. Perhaps they Setup
was during this battle that Tiktitik went could eventually get their revenge . . .
overboard. Within 2-12turns of Tiktitiks return to The PCs have put in to an outpost,
The mantis warrior is intelligent, and consciousness, the five ephemerals at- spaceport or groundling port (perhaps
has immediately concluded two things. tack the ship. They will concentrate on even the Rock) for repairs andlor resup
The first is that he has been in stasis in the PCs and crew; none will try to attack ply. It is the day of their intended depar-
the Flow, and thus much time might the thri-kreen. ture, and they’re having one last farewell
have passed since his misfortune. The Ephemeral (x5): AC 2; MV 18:HD 5; hp drink in a port tavern.
second-based on the fact that the ship 16, 18, 19, 22, 26; #AT 1; Dmg 1-4;SA
isn’t commanded by his people, and that drain Intelligence; SD hit by + 1 or better “’Ere.”
the banner of the Mantis God of the Eter- magical weapons, regeneration; AL NE; You look up from your drink to see a
nal Lotus doesn’t fly from the mast-top- THACO 15. burly man leaning over you.
is that something has gone somewhat If any of the ephemerals manage to “’Ere,” he says again, “there’s er,
wrong with his race’s “manifest destiny” possess their victims, they will use their somebody over there what wants to
idea. While both realizations are pro- new-found bodies to attack the thri- talk wif you.”
foundly disturbing to to him, he is kreen. They will attack this target in pref- You look at him quizzically.
strong-willed enough to take them in erence to all others, even if it means that He answers your unspoken ques-
stride. their possessed body gets cut down. If tion. “You’ll recognize’m. no mistake.’
With the philosophical underpinnings they are able to slay the thri-kreen,they Just look for the place what people
of his life suddenly removed, Tiktitik has will then turn their attentionstoward get- don’t want to go near.” And with that
one wish: to be reunited with his people. ting back into a crystal shell. masterpiece of mangled grammar, he
Whether they are in space or on a planet, If the PCs are able to drive off the moves away.
he wishes to be surrounded by others of ephemerals, the monsters will follow the
his kind so he can try to come to terms ship at a distance until they’ve regener- If the PCs decide to investigate, read
with everything that has happened. He ated fully, then attack again. The PCs can the following:
will beg the PCs for their help. (Unfortu- be rid of them only by destroying them
nately, his Common was never that good, totally or by leaving the Flow. The burly fellow was right. You have
and the language has changed consider- no trouble spotting the “place what
ably since he was last conscious. This Concluding the Adventure people don’t want to go near.” In the
provides the DM with a good chance to otherwise-crowded tavern, there’s an
role-play, with lots of possibilities for Assuming he survives, Tiktitik is a
loose end that the PCs must tie up one
area totally empty of patrons except
misunderstandingson both sides.) for one. The patron is sitting alone at a
If the PCs have played the adventure way or another. If the thri-kreen has his
table, with what looks like a kobold
“The Outpost,” they might ask Tiktitik way, the PCs will ship him off somewhere
squatting placidly under the table.
for information on the Elders. Unfortu- where he can be with others of his kind.
The patron raises its head as you ap-
nately, he knows little. He’s heard of He’ll understand, however, if the PCs
proach. White eyes without pupils
them, certainly-trilaterally symmetri- refuse; in this case he’ll ask to be
catch the light, and glistening purple
cal beings that his race called “The Lost dropped off at the nearest port where
skin ripples as four facial tentacles
Gods”-but he’d always assumed that spelljamming vessels often dock, in
move in a complex pattern.
they were simply tales for the young, in- hopes of finding his people.
tended to frighten thri-kreenfresh out of Enterprising PCs might try to per-
the pupa. He can tell the PCs nothing suade the thri-kreen to throw in his lot
concrete. with them. This will be a tough sell, as
Tiktitik will need a lot of reasons to give
up his quest for other thri-kreen. Bribery
Hatred from the Past and promises of treasure and adventure
Tiktitik isn’t the only “relic” from that won’t do it: the PCs must sway him with
ancient battle that still drifts in the Flow. philosophical arguments appropriate to
Many humans aboard the ambushing his nature and outlook.
ship were slain, and five of them have re- If Tiktitik rejoins his race, he will be-
mained in the phlogiston as ephemerals. come a leader of a new religious move-
These undead have one central goal: to ment, encouraging the thri-kreen to
they are in space and not before. “I fear Jak-is unarmed and unarmored. As the
“I greet you.” The words sound cool others will come to know through you;’ PCs might suspect, he has been
and sharp in your brain. The mind he explains. If the PCs promise or swear charmed, and considers Thought Taker
flayer gestures with a three-fingered not to divulge the information, Thought to be his mentor and protector. The mind
hand at nearby chairs. “Will you join Taker says sharply, “I do not ask your
me? I have a proposition that should flayer certainly intends to take the ko-
oath, and so d o not accept it, not on this.” bold on board ship with him. If the PCs
interest you.” ask why, the illithid explains, “It is my
The PCs have the choice to withdraw. Thought Taker food. When I hunger, I will eat its brain.”
(Should the PCs take exception to this,
If they decide to hear the mind flayer out, Perhaps surprisingly, considering the the illithid looks at them sharply and
read the following: reputation that mind flayers have on shoots back, “Better that I should eat
most worlds, everything that Thought yours?”)
Words again form in your brain. Taker has told the PCs is true. Measured
“Translated into symbols your mind by their own, admittedly alien yard-
can recognize, my name is “Thought sticks, mind flayers are by and large The Voyage
Taker.” You feel a touch of something highly ethical and moral creatures. Prob- Once everyone is on board and the
that could be humor-albeit cold and lems arise only where their ideas of eth- PCs’ ship is underway, Thought Taker
detached. “It is not a s bad a s it ics and morals diverge from those of brings out charts showing their destina-
sounds. I a m a philosopher, a student other races. . . tion. (These use illithid symbology,
of the universe. I learn from others, Thought Taker’s research indicates the which is totally alien and can only be de-
borrow from their wisdom and learn- location of an asteroid base used by an ciphered while the mind flayer is looking
ing. Thus ‘Thought Taker.’ You see?” ancient race that no longer seems to ex- at the charts and relaying the informa-
“As I mentioned,” the mind flayer ist in this universe. Whether this race tion directly to the PCs’ brains.) The voy-
continues silently, “I have a proposi- died out, was destroyed, or moved on to age involves a trip through the Flow;
tion for you. There is a . . .”-it other planes of existence is unknown, as reaching the destination shell will take
hesitates-“a place I wish to go. My is almost everything else about it. 25 days. During this time, the DM should
research indicates that there is some- Thought Taker has spent years going feel free to throw at the PCs any encoun-
thing there that I wish to possess. I through the epic poetry of wide- ters that may seem appropriate (perhaps
wish for you to take me to this place. I voyaging species such as the thri-kreen a wandering radiant dragon, a distant
will take the item I want. As payment, for details of this race, which the illithid sighting of the Spelfjarnrner, or one of the
you may have anything else you find has come to label as “the Elders.” It was other adventures in this book).
at the place. I would estimate that this in a particularly abstract thri-kreen lyric
share will be highly valuable. On all poem that the creature found what
seems to be enough information to find
Potential Troubles
this I give my oath:’
Again that touch of cold humor. “I what could only be a deserted Ancient About eight days out, one of the PCs
understand, however, that your races outpost. spots Thought Taker tossing a rather
d o not hold the oath a s highly a s does The “item” that Thought Taker wishes bulky sack overboard. The sack contains
mine. You wish something tangible to to acquire is any single object that will the brainless husk of the kobold.
bind u s to the contract. Will this suf- prove, beyond a shadow of a doubt, that Thought Taker feels no remorse or em-
f ice?” the place is an Elder outpost. (The fact barrassment; the only reason he is dis-
The mind flayer reaches inside its that this was not made clear to the PCs posing of the remains with even the
voluminous robe and extracts a fiery can be put down to mismatches of men- slightest semblance of secrecy is to
red opal almost the size of its fist, tal symbology between the mind flayer’s spare the feelings of the PCs and the
which it lays on the table before you. and PCs’ thought processes.) crew, who apparently have different atti-
The opal is worth 2500 gp. (For the Thought Taker (mind flayer): AC 5; MV tudes toward the care and tending of
first time, the buzz of puzzled conver- 12: HD 8+4;hp 40; #AT 4; Dmg special; food.
sation from the curious onlookers SA mind blast; SD 90% magic resist- For the next 10 days, Thought Taker’s
falls silent.) ance: AL L E THACO 1 1 . The mind flayer appetite issated. After that, however, the
The mind flayer stands, a s does its can use the following powers, one per illithid’s movements become a little
kobold companion (pet?), eager and round, a s a 7th-level mage: suggestion, quicker and jerkier, and it keeps throw-
trusting a s a puppy. (Charmed, you charm rnonster/person, €Se leuitate, as- ing long looks at members of the crew. If
imagine.) “If our compact is sealed,” tral projection, and plane shift. Thought asked, the creature will admit its hunger,
the mind flayer’s “voice” rings in your Taker has chosen to class the PCs as but gives an oath that it will touch no
head, “I wish to leave immediately. equals, at least for the duration of the member of the crew.
Where is your ship?” voyage; thus the notorious mind flayer This hardly sets worries to rest among
arrogance will be under tight check when the crew, of course: they strongly doubt
N o matter how often the PCs ask, around them. (The same can’t be said for that anything with tentacles instead of a
Thought Taker won’t tell them where this the PCs’ crew, however.) face would think twice about breaking its
“place” is that it wishes to go, other than Kobold: AC 7: MV 6; HD 1/2;hp 2; #AT oath. This doubt and tension has an ef-
that it is in a different crystal shell. The I; Dmg 1-4or by weapon; AL LE: THACO fect on the crew’s morale, at least a s far
creature will show them the charts when 20. The kobold-whose name is Ja-Te- a s Thought Taker is concerned. The

A A
crew’s morale drops by three points, and, stand watch over the mind flayer’s cabin,
every day starting on the eighteenth day they won’t know what’s going on until
out of port, the crew must make a morale they see the aftermath.
check. Failure of this check means that This aftermath is disturbing. A very
one or more crewmembers decide to “do troubled Thought Taker approaches the
something about” the mind flayer. PCs and asks to speak to them privately,
Exactly what they decide to do de- in the hold. There the illithid shows them
pends on how badly they fail the morale the body of the crewmember. Read the
check. A marginal failure means that a following:
delegation of crew goes to the captain,
asking that the mind flayer be banished The liquid syllables of mental
from the ship immediately. A bad failure “speech” form in your head. “He
means that at least one crewmember de- came to me last night,” the illithid ex-
cides to take matters into his own hands. plains, “with this.” H e holds out to you
(Out-and-out mutiny is the worst result, a notched dagger. “ H e wished to slay
of course. A DM with a nasty streak me because I represented a threat to
might decide that the crew is dissatisfied him and his colleagues. He did not say
enough to d o something desperate.) this in so many words, but he did not
have to. I give you my oath that I did
Assassinat ion not wish to kill him. But he would not
give his surrender. My only other op-
On a badly failed morale check, one of tion was that I die myself, and my time
the crewmembers decides to kill the is not yet. I hid his body here to give
mind flayer, solving the problem once you time to decide how to handle this
and for all. If the crew is well-developed, matter.’’
the DM should pick the NPC who would
most reasonably be expected to make The ultimate results will depend on the
such a decision. If the crew is composed PCs’ actions. The crew, of course, will no-
of typical “walk-ons,”the DM can use the tice that Tinker is missing, and rumors
character below: will already have started. If the PCs try to
Tinker: AC a(?); MV 12; F3TT1; hp 16; tell thecrew the truth, theywill not be be-
#AT 1; Dmg by.weapon; Str 14, Dex 14, lieved; the crew will think that the “inhu.
Con 13, Int 11, Wis 8, Cha 9; thief skills: man monster” killed the crewman for
PP 15%, OL lo%, FIRT 5%,M S 40%, food. If the PCs try to hide the body, how-
H S 35%, DN 15%, CW 60%, RL 0%;AL ever, there’s a good chance that a crew-
CN; THACO 18. Tinker is a large, robust member will find it, precipitating the
human who moves with a silence and same result. The third option is to dis-
grace that belies his size. H e wears pose of the body in some way. Again, un-
leather armor (or whatever other type is less the PCs are very cunning about it,
prevalent among the crew); he carries a there is a good chance that the crew will
dagger plus whatever other weapon is come to learn of their actions. In this
typical among the crew. case, the crew will think that the PCs are
Thought Taker’s sleeping habits are somehow in league with Thought Taker,
somewhat unusual. The illithid needs to and the chance of mutiny will increase.
sleep only two or three hours in each In any case, there will be no further
twenty-four, and takes it in a handful of unilateral actions against Thought Taker,
cat-naps, none lasting over an hour. The but the crew’s overall morale suffers a
creature makes an effort to match its ac- -3 penalty (-5 if the crew believes the
tivity cycle to that of the ship, however; PCs to be in league with the illithid).
during shipboard “night,” it remains in (Note: The previous drop in morale only
its cabin or bunk, in silent thought. When affected the special daily morale checks
it does sleep, it first levitates itself to caused by the illithid’s presence. This
hang in the air a foot or so off the deck or new penalty is factored into all morale
bunk. In this comfortable position, it checks until Thought Taker is perma-
naps. It always wakes within an hour, at nently off the ship. Even then, morale
least ten minutes before its levitate spell will return to normal slowly, increasing
runs out. by one point per day until it reaches its
The disaffected crewmember waits un- original level. If a 20 is rolled for a morale
til shipboard night, then does his or her check at any time that the illithid is on
level best to sneak up on the mind flayer board, the crew mutinies.)
and kill it a s it sleeps. Unless the PCs
Thought Taker’s Story The Dead Shell Perhaps because of the nature of this
sphere, or the nature of its masters, the
Now that they are underway, the il- Thought Taker’s ultimate destination Outpost has no gravity whatsoever
lithid is quite willing to talk about its is within a crystal shell that none of the within it. Outside it has a perfectly nor-
goals and to share what little it knows PCs have visited before. (In fact, none of mal gravity plane, a s would a ship. As
about the Elders.. . but only if the PCs them know of its existence.) soon as characters pass inside, however,
ask specifically. It is too polite (by its own The system within the shell is a stand- they are totally weightless. This is obvi-
standards) to force an unwanted story on ard system, but with a few differences. ously not a recent development, since ar-
them. Should the PCs ask, read the fol- The system’s primary is a black hole sev- rangements within the Outpost show no
lowing: eral miles across, but with the mass of a up-down orientation. The place was obvi-
sun several times bigger than Realm- ously built with zero-G in mind.
Your brain tingles as the illithids space’s sun. Because the primary gives Movement inside the Outpost abides
words insinuate themselves into your no light or heat, the sphere is dark and by the familiar laws of physics. A moving
mind. cold. The only illumination comes from object will remain in motion until an-
“I know little about the Elders, as I a few stars, tiny lights sparsely scattered other force is applied, or until it hits an
call them,” the illithid explains. “Little across the inside surface of the shell, and obstacle. A drifting character can move
apart from the fact that they are inde- from a ring of gas surrounding the cen- (slowly) by throwing equipment in the
scribably ancient. Perhaps the thri- tral black hole that glows with a sullen, opposite direction (maximum speed 3).
kreen knew them, millennia ago, reddish light. Non-natives of space have a +6 penalty
when the People of the Celestial Man- Orbiting around the black hole are two on their initiative rolls and a -2 penalty
tis had a significant presence in planets and something else. Both are on all attack rolls. (Proficiency in Weight-
space.” Size G Earth-typeworlds, circled by rings less Combat negates these penalties, of
The mind flayer must feel your sur- of ice. They are voidworlds, devoid of air, course.)
prise, because it fixes its white, feature- water and life. They are so old that, over The Outpost is totally dark inside. Illu-
less eyes on you. “Yes,”it answers your the millions of millennia, mountains mination must be brought in by the PCs.
unspoken question, “the thri-kreen have collapsed under their own weight.
preceded your race-and mine-into Their surfaces are flat and featureless,
and killingly cold. One planet is on inner
Air
the greater universe, perhaps by mil-
lions of years. They talk little of it now, orbital track #5, the other on outer or- Air-or rather, lack of it-might hin-
even those who still dwell in the void. bital track #2. Both planets revolve der exploration of the Outpost unless
But they remember the glory. They re- clockwise around the primary. Use the PCs can solve the problem. Characters
member it very well.” Planetary Display map found in the can depend on their personal air enve-
You feel the mental equivalent of a SPELWAMMER” boxed set to deter- lopes, but this seriously limits the time
sigh. “But a s for the Elders . . . a mine the system’s layout. they can spend within the Outpost. The
mighty race, they were worshipped a s The third body is an irregular nickel- clerical spell create air would obviously
gods by many worlds, many peoples iron asteroid on outer orbital track #12, be of use.
now extinct. I have seen representa- revolving counterclockwise (retrograde Enterprising characters with a large
tions of them carved on many ruins motion) around the primary. It is so small ship might try to maneuver their vessel
and painted on the walls of many and so far distant from the primary that it so that the Portal into the Outpost is
caves. Their form is unmistakable, would be almost impossible to find with- within the ship’s atmosphere envelope.
even when transformed through the out the information on Thought Taker’s When this occurs, some of the ship’s air
eyes of misguided faith. And their charts. This tiny third body is the il- will flow into the Outpost. Unless the ad-
symbol, the three-petalled flower, or lithid’s destination. venturers’ ship is almost the size of a
the three-pointed star, finds its way Deathspider, however, this is a suicidal
into the symbology of many races. The Outpost move, since the hollowed-out regions
within the Outpost have a volume of 100
“While your races and mine were
The nickel-iron body that Thought tons. According to the rules for exchang-
barely taking our first steps away Taker insists on referring to as “the Out-
from our cosmic cradles, the Elders ing air on pages 12-13 of the Concor-
were already disappearing from this post” is roughly ovoid, about 250’ along dance of Arcane Space, unless the
universe. Whether it was by choice or its major axis and 200’ along its minor adventurers’ ship is at least 66 tons, the
axis. Thus, it is of the same scale a s dwar- Outpost will drain away all of the ship’s
by misfortune, I know not. I do know,
from ancient thri-kreen poetry I have ven citadels. It has no atmosphere. air without making any difference to the
translated, that they left behind at Chambers have been excavated within interior, leaving both the ship and the
the asteroid-an impressive achieve- Outpost in vacuum. (To use these rules,
least one outpost. Deserted, without a ment considering the density and hard-
doubt. But there I should be able to assume that the Outpost has Deadly air.)
find what I need: proof of my theories, ness of the material-which can be If the PCs aren’t ingenious enough to
proof that the Elders did exist. I accessed by one opening to the outside figure out a solution by themselves,
(Thought Taker calls it “The Portal”). The Thought Taker can provide a solution. H e
should find it there.” A red-tinged fin-
ger stabs at a point on the chart. Your chambers are roughly spherical, with cy- has a one-shot magical device, in the
lindrical tubes connecting them. form of a fragile crystal, which will pro-
destination.
vide up to 10,000 cubic yards (100 tons)
of air for a period of 2-8 hours. After this There is a square plaque mounted
you. This outpost has been around
time, the air dissipates. To use the item, on one wall that can only be a piece of
someone must smash the crystal inside longer than you’d even care to think
about. Although you have no real ba- art. About 2 feet square, it displays an
the area to be provided with atmosphere intricate geometric pattern made
sis for the belief, you’re convinced
(by throwing it hard through the Portal, from thin strips of metal mounted on
that this thing has been deserted for
for example). edge. You reach out in wonder to
longer than many crystal shells have
(Note: The figure of 100 tons refers touch it, but some instinct stops you.
been in existence.
only to the hollowed-out volume of the You look close<: the strips of metal
A patch of deeper darkness up
Outpost. The total volume of the com- have edges as keen as any razor.
ahead tells you you’re coming to the
plete asteroid is more than four times They’d have shredded your hand if
end of the tunnel. You drift forward,
that.) vou’d touched them.
and the walls open up around you into
a roughly spherical space some 30’ in
The Surface and the Portal diameter. The “knife art” can be sold to a collec-
The surface of the Outpost is rough The walls of the chamber are tor for up to 1.000 gp. In a pinch, it can
and rugged, with many outcroppings coated with dust deposited over the also be used as a weapon, inflicting 2-8
and chasms, and lots of small craters millennia. But, through the patina, points of damage. Its speed factor is 10;
that imply this system was not always as you can see strange murals on the no one can be proficient in its use, so
peaceful as it now appears. At first walls of totally alien landscapes. non-proficiency penalties apply.
glance the Portal resembles an over- There’s something about the colors
large crater: roughly round, and about and the perspective that looks slightly 2. Central Chamber.
20’ across. Only from directly above is it “off,” as though the paintings were in-
apparent that this is more than a simple tended to be viewed through very dif- Your light glints off something me-
crater: it is a tunnel bored into the heart ferent optical equipment. The detail is tallic ahead of you. lt’s a large three-
of the asteroid. intricate, however, and the workman- pointed star, perhaps six feet across,
If characters try to enter the Portal, ship incredible. These are not your av- hanging unsupported in the center of
they will feel a slight resistance against erage cave paintings . .. the chamber.
inward movement. This increases to a Thought Taker points to a symbol Thought Taker pushes past you in
maximum 5 feet inside the threshold. on one of the murals: a three-pointed his rush toward the star. “The Elders.”
Even at its maximum, the resistance is star. His words ring in your head: “The His words in your head are trium-
barely noticeable, and doesn’t impede Elders.” phant. As the mind flayer moves for-
movement at all. Once within the Out- ward, you see something you hadn’t
post, the same resistance is felt against There are several strange artifad noticed before. There’s a tiny object
outward movement. (The occupants of scattered around the room, mounted on hanging in space just beyond each tip
the Outpost set up a force field across the the walls. Some of these have interesting of the three-pointed star. The tiny ob-
Portal, perhaps to make sure that their properties and are of significant value. ject is another three-pointed star, a
atmosphere didn’t escape. Over the mil- The PCs should find this out only perfect duplicate of the larger symbol
lennia the force field has weakened to its through experimentation, however. but no larger than your palm.
current meager level.) The tunnel nar- One such artifact is a thin sheet of dull “Look.” It’s Thought Taker’s mental
rows until it is 10 feet in diameter. metal, three feet high by two feet wide, “voice.” The illithid is pointing to one
nounted in a metal frame. of these smaller “sub-stars.’’ “Look
The Chambers closely.”
Hanging in space just beyond each
The chambers in the Outpost are ar- ing rapidly. Through your atmosphere of the three points is a tiny, glinting
ranged three-dimensionally so that the envelope and the tiny amount of air in speck of metal. A sense of wonder
four outer chambers form the vertexes of the chamber, you can hear a high- grows within you. If your eyesight
a regular tetrahedron; the central cham- pitched tone. As the light shifts- were acute enough, would you be able
ber is connected to each outer chamber perhaps someone’s shadow fell across to pick out the trilateral symmetry of
by a single tunnel. Chamber 1 is the only the metal plate-the tone changes in that tiny metal speck? And-if you
one connected to the outside (via the could see things that infinitesimally
Portal). As mentioned before, the cham- small-would you be able to see the
bers are roughly spherical. There is no The metal plate converts light into vi- minuscule stars that frame that tiny
updown orientation among their fea- brational energy, and hence, sound. object? And the stars around each
tures; they were obviously designed for There is no mechanism or magic that one of those. . . ?
zero gravity. accomplishes this conversion: it’s sim-
ply a property of the metal sheet. This If defect magic is cast on the star, it ra-
1. Entry Chamber. sheet might be sold to a sage for 1.000 diates a strong aura of enchantment,
gp. or the PCs might put it to use them- with nuances of dweomers that are very
selves (as a light-activated burglar reminiscent of a major helm. (In fact, this
you can feel something that you’ve alarm, perhaps). construction is a helm, but based on a
never felt before: age, pressing in on principle different to that used by the Ar-
cane. No existing race can control the The space drake is exceptionally less the weapons are re-hiked by a
helm, however; only the Elders have the hungry-no wonder; it’s had nothing to weaponsmith, they can be used but at a
correct mental architecture. The most eat but asteroid for quite a while-and - 1 penalty to hit because of the strange
any creature can d o is activate the helm will attack ferociously. Perhaps because nature of the grip.) The weapons emit a
enough to make the Outpost surge, and it looks different from the others, or per- faint aura of evocation magic. They have
to trigger other effects . . . haps because it is closest to the center of no bonus or penalty to hit, and they have
the chamber, the space drake makes its no other powers. (They used to be highly
“The helm.” Thought Taker’s men- first attack against Thought Taker. enchanted, but the. dweomer has faded
tal voice is filled with awe. “I almost to nothing over the millennia.)
wonder . . . The creature reaches
” The sinuous form lunges toward Another metal cabinet, this one only 4’
out and delicately touches the central Thought Taker. The illithid gives a tall, contains what must be charts.
star. It closes its white eyes, and for a whistling scream of terror. Almost too Rather than parchment or paper, the
split instant you can feel its concen- fast for the eye to follow, the mind charts are scribed onto sheets of a flexi-
tration. flayer reaches out and snatches one of ble, metallicized material (like metalli-
Light! Light, blossoming all around the hand-sized stars. . . and vanishes. cized mylar). The symbology is totally
you. The rock walls glow with a cold, Instantly, you are plunged into dark- alien, making them almost impossible to
harsh light. The Outpost surges ness. decipher. Without magical assistance
around you with a sudden jolt. (such as a wish), deciphering the charts
Thought Taker has got what it will take 2-6 weeks of study by someone
Thought Taker has triggered the helm. wanted-concrete proof that the Elders with skills in that area. When the charts
The jolt is enough to disorient and to were once aboard the Outpost-and has are deciphered, they show crystal shells
cause minor damage. All characters used its plane shift ability to escape (al- and planets of wondrous nature totally
within the Outpost must make a Dexter- though the PCs might assume that it was unknown to the PCs. Unfortunately, the
ity check on l d 2 0 or be bounced against destroyed by the “star-helm”).The crea- charts were drawn up several millennia
the walls for 1-4 points of damage. Char- ture will not return. As far as it is con- ago, and the crystal shells have drifted so
acters who fail this roll are also stunned cerned, it has discharged its side of the far since then that the charts are useless.,
for 1-3 rounds. The mind flayer is unaf- bargain it struck with the PCs. They are There is another rack on the wall that
fected, since it is in contact with the welcome to anything they find within the contains three delicately tapered wands
helm. Outpost-particularly the space drake. made of silvery metal. Two are totally in-
For its part, the drake will use its ma. ert; the third has an aura of evocation.
neuverability and powers to their best ef- This is a form of wand o f magic missiles,
tinues. With a hissing squeal, fect in trying to kill and eat the PCs. It is with 100 charges remaining. It can fire
Thought Taker snatches its hand away unhindered by the darkness that fell up to 5 missiles per round, each missile
from the star and covers its eyes. when Thought Taker deactivated the costing one charge and inflicting 2d4+ 1
helm (and hence the lighting system). If points of damage. The missiles take the
The illumination comes from no dis- seriously injured, the creature will try to form of tiny, silver three-pointed stars. To
tinct source-the entire wall surface of make its escape. trigger the wand, the user must picture a
all five chambers glows-and is equal to Apart from the central star-helm- certain geometrical form in his or her
full daylight. which Thought Taker rendered com- mind-the Elders’ equivalent of a word
pletely inert by taking the smaller of command. (Finding out exactly how to
star-there are a few other items of inter- trigger the wand might motivate quite a
Sound! A sharp roaring, and a sud-
est that the space drake hasn’t eaten. quest . . . )
den increase in air pressure. Some- There is a recessed drawer alongside
thing hurtles out of one of the There is a large cabinet that resembles
a metal wardrobe some ten feet tall. It the rack of wands. Inside is a book made
tunnels.. . of leaf-like crystals. The book can be
contains an enormous suit of plate mail,
fully 9‘tall. The design is totally unfamil- translated as the “Lyric of the Eternal Lo-
The Outpost has become home to a iar: it is built to accommodate a creature tus,” an ancient apocrypha to thri-kreen
creature known a s a space drake, a close with three legs and three arms, showing holy writings. Unlike other later copies of
relative of the radiant dragon, that en- the “Lyric,” this book makes no mention
tered this shell with one of its larger trilateral symmetry. The size and config-
uration makes it apparent that the armor of the mantis warriors’ “manifest des-
brethren but was left behind. The crea- tiny” in space that permeates much of
could never fit a creature like a xorn or a
ture is wingless, with a body like a moray tirapheg; this armor was worn by no crea- their writing. For this reason, it might be
eel. It is 50’ long and about 5’ in diameter ture ever reported in known space. En- of interest to certain collectors. (If the
at its thickest point, but it is so supple graved on the triple breastplates are DM plans to run the adventure “Jihad!”
that it can maneuver effectively in any intricate patterns made up of the three- the PCs should be unable to find a buyer
area at least 20’ in diameter. for the manuscript.)
pointed star motif. The cabinet also con-
Space Drake: AC 2; MV 12, FL 30 (C); Under their patina of space dust, the
HD 10; hp 65; #AT 2; Dmg 2-16/1-12 tains three broad-bladed swords (treat as
two-handed swords). The hilts of the walls bear murals. These depict scenes
(biteltail); SA breath weapon (Dmg 6d6); from space, showing some very alien
weapons are ridged and channelled, as if
S D 30% magic resistance; AL N(E); planets (disc worlds, torus worlds, flat
THACO 11. fitted to manipulative organs only dis-
tantly related to humanoid hands. (Un- worlds, etc.). Nowhere is any representa-
4. “Planetarium.”
This chamber is perfectly spherical,
with smooth, metal-surfaced walls.
Hanging in the geometric center of the
chamber is a strangely-shaped“saddle.”
(PCs can make a checkvs. Intelligence to
realize that this saddle is the only reason-
able design for a seat to accommodate a
three-limbed creature.) Although there
are no visible supports, the saddle is im-
movable.
As soon as any living creature touches
the saddle, the walls of the chamber turn
black and appear to be studded with
stars. The illusion of suddenly being sus-
pended in space is almost perfect.
This is a planetarium of sorts. Through
thought alone, any creature touching the
saddle can “navigate” through space at al-
most infinite rates of speed, passing eas-
ily into and out of crystal shells, and
moving as easily through the Flow as
through wildspace. (This is all a simula-
tion, of course.) The effect ends, and the
chamber walls return to normal, as soon
as contact with the saddle is broken.

5. Records Room.
The walls are lined with racks con-
taining hundreds of tiny scrolls, each
made of the same flexible material as
tion of the creature that might once have stupid to think of any alternative). If, the charts. The scrolls are contained in
worn the strange suit of armor. however, the PCs feed it (anything will metal tubes. Mounted on the wall oppo-
do; a rock, a dagger), it will settle down. site the tunnel is a box-like device with a
3. Space Drake Lair. The creature is very impressionable,and square piece of milky-white crystal set
The drake has made this as comfort- will “imprint” on anything that feeds it into its front. Below this crystal is a cir-
able for itself as it can. Unfortunately for when it’s hungry. This presents an oppor- cular hole exactly the right size to ac-
historians, this remodelling involved eat- tunity for the PCs to acquire an interest- cept one of the metal scroll containers.
ing everything in the chamber. ing pet. During its blind state (which lasts If a scroll. still in its container, is in-
Even though the large drake has (pre- 6 months), the newt will follow anything serted into this hole, the crystal glows
sumably) been killed or driven off, this that feeds it on a regular basis. When its and symbols appear on it. If a character
chamber is not deserted. The drake was eyes open. it will firmly imprint on the touches the device, he or she can move
taking care of its single offspring, a blind first creature to feed it. From then on, it the symbols around. (This is similar in
“space newt.” This creature is barely 10’ will be loyal to that creature. Space effect to a mind-directed microfiche
long, and its eyes have not opened yet; drakes take five years to mature, and live reader crossed with a word processor.)
otherwise it resembles its parent in all for up to 1,000 years. Again, the symbology is totally alien,
particulars. The adult space drake used this cham- requiring magical assistance or exten-
Space Newt: AC5; MV 8, FI 24 (B); HD ber as lair and consumed all but a few sive cryptographic analysis. The “mi-
3; hp 11; #AT 1; Dmg 1-8 (bite); SA small items in this room. Most of these crofiche” contains further information
breath weapon: SD 30% magic resist- are worthless (dented shields or metal on the shells and worlds depicted on the
ance; AL N(E); THACO 17. The newt can hull plates, etc.), but a few have some sig- charts from chamber 2. There are also
breathe a single energy pulse per round, nificant value: a golden chalice studded day-to-day records of life in the Out-
inflicting 2d4 points of damage. How- with moonstones (550 gp value), a silver- post. Unfortunately for the PCs, these
ever, since the creature is currently blind, plated helmet with a huge emerald set in are almost totally incomprehensible,
all saving throws are made at +8. Any the brow (1,200 gp), a length of heavy even when translated. (It’s a common
bite attack by the creature is at -4. gold chain (350 gp), and a bloodstone misconception that you can understand
When the PCs enter the chamber, the the size of a human fist (1,000 gp). There anything as long as the words are trans-
space newt sets up a high-pitched keen- is also a small box made from beaten lated. In fact, the words can be next to
ing cry, and moves tentatively toward gold (250 gp). Inside the box, resting on useless if you don’t share the back-
them. (It wants to be fed.) If the PCs at- red velvet, is a ring of truth. ground information and mental outlook
tack, it will fight to the death (being too that those words depend on.)
If the PCs try to dismount the device (Note: This adventure takes place sev-
from the wall, it becomes totally inert, eral months after the events described in back, that means that the Rock didn’t
and can never be made to work again. “Time Capsule.”) totally surrender. I learned that from a
The PCs aren’t the only creatures to friend who was at an outpost that the
have stumbled upon the Outpost. Some thri-kreen “pacified’ a while ago. He
You’ve never seen the Rock like this managed to escape, don’t ask me
centuries ago, another exploratory mis- before. People hurrying through the
sion explored these caverns. One of their how. But before he did, he said he
streets with parcels or baggage on even met the priest-general leading
number was slain-perhaps by the space their backs. Looking around ner-
drake-in this very chamber. This ex- the mantis forces, 6n his flagship, the
vously as though the thri-kreen might Message Bearer. Tiktitik, his name
plorer was named Divad, a human from be landing at any moment. Whisper-
the Forgotten Realms. A s he died, was.”
ing in shadows, no doubt trying to ar-
Divad’s final wish was to return to his range for transport off the Rock.
home. So strong was this desire that Even on the lower surface of the Holy Warrior
Divad’s spirit has remained in this place Rock, things are far from normal.
as a haunt. The haunt will attack the first When the rumors first started, the When Tiktitik the thri-kreen was re-
PC to enter the chamber. If the haunt suc- ship traffic to Prince Andru’s docks in- united with his people, his first order of
ceeds, it will try to force the other PCs to creased. The people of the Rock re- business was to find out where matters
take it back to Realmspace. As soon as joiced. Wasn’t it obvious that their went wrong. According to the religion
the haunt enters the shell that was its prince was reinforcing the Rock, under which he was raised, the success
home, it will release the possessed char- bringing in weapons and men, build- and dominance of the thri-kreenwas pre-
acter and vanish forever. ing up a strong defensive fleet . . . ? ordained. It was obvious that something
Haunt: AC O/victim’sAC; MV 6/aspos- Then they heard what was actually was wrong somewhere, or that someone
sessed victim; HD 5; hp 24/victim’s hp; happening: those ships weren’t rnak- lied to him and all his fellow warriors. He
#AT 1; Dmg special/by weapon; AL CN; ing deliveries, but pick-ups. The returned to the ancient holy writings to
THACO 15. prince was moving his valuables off find where the error lay.
the Rock, and it was obvious that he At first, Tiktitik approached this re-
Concluding the Adventure planned to follow them long before search with a cynical attitude. He knew
the thri-kreen flotilla arrived. So that the holy writings weren’t worth the
Although there may seem to be little much for defense. The Rock was to be crystal leaves they were scribed on: his
“treasure” within the Outpost, many of left to its fate. own experience had shown him that. He
the relics and artifacts can be sold to col- was simply searching for the details of
lectors, sages, etc. for significant sums The DM should manipulate matters so their fallacy. But, as he continued his re-
of money(“al1 the market will bear”). The that the PCs find out some of the details search, he began to feel the sweeping
PCs should be left to figure this out for concerning the thri-kreen ship. Curious power of those works all over again. And
themselves, of course. playerswill probably try to find out them- then, in a little-known apocrypha called
Thought Taker happily returns to his selves; others might have to be “prod- the “Lyric of the Eternal Lotus,” he found
home, and will never trouble the PCs ded” into it. In any case, when the PCs his answer.
again. encounter an appropriate source for in- There was no fallacy in the holy writ-
Future adventures can revolve around formation, read the following: ings. Everything was preordained after
searches for other relics of the Elders, or all. The error had been made by those
encounters with their wondrous crea- who passed on the teachings of the writ-
tions. (Perhaps the Spelljammer itself was “People have got it all wrong,” your
contact tells you flatly. “They think ings. There it was, plain as day, the
created by the Elders, and perhaps they prophesy that the thri-kreen’s spread
are still aboard her. . . ) the insects will just come in and exter-
through the stars would be stopped and
minate everyone on the Rock. That’s
just not the way it happens. They reversed. But then, under a new holy
Jihad! don’t necessarily want to kill. They’ll leader, the People of the Celestial Mantis
would spread once more to the stars un-
Setting: Rock of Bra1 come in with their ships and ask for
der the banner of the Mantis God of the
Party: 4-6 characters, levels 7-10 surrender. They’ll demand that we ac-
cept their new religion and that we for- Eternal Lotus. The leader, so the proph-
Ship: Any esy said, was to be “a warrior from the
swear all other gods. As long as we do
past.”
that, and don’t do anything against
Setups their laws, they’ll let us live.”
Tiktitik was stunned. It seemed obvi-
ous that the prophesy was referring to
The PCs are on the Rock of Bral. Your contact snorts. “But look
him. He was a “warrior from the past,”
They hear rumors that a space-faring flo- around you. Are these people going
and it seemed his duty was obvious.
tilla of thri-kreen ships is cutting a swath to surrender totally? Isn’t there going
His rise to pre-eminence among the re-
across the universe, trying to spread the to be someone who tries to do some-
ligious leaders of the thri-kreen would
word of a new religion. Other rumors- thing to the thri-kreen? And when
seem meteoric in any other race. But the
slightly more hysterical, this time- they do, everyone on the Rock will be
dead. The only alternativeto total sur- thri-kreen were used to rapid changes in
claim that the flotilla is heading directly their religion. There was very little oppo-
toward the Rock. . . render is death, and if anyone fights
sition to Tiktitiks views; the holy writ-
ings certainly seemed to support every- tachment can be seen hanging in space of the sky, and won’t be persuaded other-
thing he said. Within a matter of 4 near the rock. The thri-kreen fire no wise by anything other than overwhelm-
months, the fleet was assembled and on shots at the Rock. Conversely, none of ing force. As their Intelligence scores
its holy mission: to spread the True Word the vessels moored to the docks of Bra1 show, neither is overly bright; they sim-
to the rest of the universe. are ready for immediate reaction. The ply don’t know and won’t believe the thri-
As the PCs’ contact explained, the thri- two forces are facing each other, but the kreen’s attitude toward ambassadors.
kreen have no real desire to kill anyone. hostilities have yet to begin.
If their foes surrender and agree to abide A small thri-kreen vessel, called a Warfare
by the precepts of the Eternal Lotus, they Thorn-ship, leaves the fleet and lands at
are left alive. The thri-kreen look on sur- Prince Andru’s palace. It contains three If the PCs don’t stop Garth and Tur-
thri-kreen ambassadors asking for the geon from killing the thri-kreen ambas-
render as an all-or-nothing affair, how-
ever. If a group-an outpost, a ship or Rocks surrender. As the PCs will hear sadors, then the war is on. The thri-kreen
even a planet-gives its surrender and quickly through the grape-vine, the will immediately begin to bombard the
prince stalls for time, telling the mantis Rock, beginning with the prince’s castle,
then one person in that group trans-
warriors that he must reach consensus but soon “walking” their fire toward the
gresses the bounds of that surrender,
then the entire group is considered to with his advisors before he can give an docks. Any ships attempting to leave the
answer. The thri-kreen accept this and docks will be immediately engaged.
have defaulted, and will be put to death
immediately. leave, telling him that they will return in The thri-kreen task force comprises
So far, Tiktitik’s fleet has been victori- twelve hours for his final answer. three Leaf-ships,each with a full comple-
While this is going on, the PCs are ment of four Thorn-ships. Details on the
ous. Now he has ordered most of his
ships to await him in the Flow while he down at the docks. The trajectory of the task force are given below and are also
takes a small force to deal with the Rock departing ambassadors’ Thorn-ship will present on the mapsheet.
of Bral. The Rock is of great strategic im- take the small vessel directly over the
portance, and he figures it would be bet- dock at an altitude of about 300 feet. As Thri-Kreen Vessels
ter to deal with it now than wait until it the Thorn-ship starts its departure, the
can be reinforced. PCs notice movement on a Squid-ship Leaf-Ship
Note: The thri-kreen have an interest- moored nearby. There are two humans Built by: Thri-kreen
ing way of handling parley and negotia- on deck, and they’ve just finished load- Used Primarily by: Thri-kreen
tion in confrontations. This is common ing the Squid-ship’s heavy ballista. Now Tonnage: 70 tons
knowledge throughout the universe, so they’re training the weapon on the de- Hull Points: 70
the PCs will know it as well. If a single parting thri-kreen Thorn-ship. Crew: 20165
thri-kreen or a small group approaches The PCs have a choice to make. If they Maneuverability
an enemy that massively outnumbers don’t interfere, the men will fire the bal- Class: D
them, then this individual or group is to lista, damaging the ambassadors’vessel. Landing-Land: No
be considered as ambassadors, and The time for negotiation will be over, and Landing-Water: Yes
should not be killed. When the negotia- the thri-kreen fleet will attack. The Armor Rating: 6
tion is complete, the ambassadors Rock’s only hope for survival will be to Saves As: Ceramic
should be allowed to return to their force defeat the thri-kreen in battle. (This is Power Type: Crystal throne (see
without hindrance. Killing an ambassa- one of the reasons why it’s important for below)
dor is one of the worst crimes known to the PCs to understand about the thri- Ship’s Rating: 4
the thri-kreen. N o surrender will be kreen’s ideas about ambassadors.) Standard Armament:
asked for or accepted from the group Alternatively, the PCs can try to stop 1 heavy catapult
that committed the crime. The same the men from firing the ballista. The two Crew: 5
works in reverse, of course. If a small men, named Garth and Turgeon, are 4 heavy ballistas
ship-obviously too weak to be consid- crewmembers of the Squid-ship. The Crew: 4
ered an effective attack-were to ap- heavy ballista is on the forecastle, and is Piercing ram
proach the thri-kreen fleet, no mantis 100 feet away from where the PCs are Cargo: 30 tons
warrior would fire on it, because it is ob- currently standing. The PCs have three Keel Length: 250‘
viously a party coming to parley. A ship rounds in which to do something; other- Beam Length: 40‘
large enough to be a threat to any vessel wise, Garth and Turgeon will fire.
in the fleet, however, would be consid- Garth: AC 10;MV 12;F3;hp 18; #AT 1; Description: As its name implies, the
ered to be attacking, and would be de- Dmg by weapon (short sword (1-6). d a g thri-kreen Leaf-ship resembles a long
stroyed. ger (1-4))Str
; 14, Dex 13, Con 13, Int 8, leaf. There are stationsaround the hull at
Wis 8, Cha 11; AL CN(E); THACO 18. which up to four Thorn-ships can be
Turgeon: AC 10; MV 12; F2; hp 10; docked. The vessels are grown from liv-
Ambassadors #AT 1; Dmg by weapon (short sword (1- ing crystal, in a manner similar to elven
The detachment of the thri-kreen fleet 6), dagger(1-4)): Str 12, Dex 12, Con 14, ships. Their color is usually a delicate,
led by Tiktitik arrives several days earlier Int 8, Wis 9, Cha 9; AL CN(E); THACO 18. translucent green or yellow. The Leaf-
than anticipated, before Prince Andru Neither wears armor. They each carry ships are very resilient.
makes his escape from the Rock. The a short sword and a dagger. They are de- Their source of power is a device that
three Leaf-ships that make up the de- termined to blow the thri-kreen ship out the thri-kreen call the “crystal throne.” It is
a huge, multifaceted crystal, about 8' Thorn-Ship greek fire. Thorn-ships will frequently
high and 4' wide, formed roughly in the make suicide runs against powerful en-
shape of a wide-armed throne. When a Built by: Thri-kreen emy vessels, detonating their greek fire
thri-kreen sits in the throne, it glows with Used Primarily by: Thri-kreen cache on or just before impact.
a pale inner light, and operates as a spell- Tonnage: 3 tons
jamming helm. The exact nature of its ef- Hull Points: 3 There are a number of ships docked at
fect is unknown: it is definitely different Crew: 116 the Rock, all of which will become in-
from any other known helm, and might Maneuverability volved in the fray: one Squid-ship(SR 3).
have come from a source other than the Class: B two Wasps (SR 2 and 4), three Tradesmen
Arcane. Any thri-kreen can operate the Landing-Land: Yes (SR 1,2 and 2), two Damselflies (SR 2 and
crystal throne: no spellcasting power is re- Landing-Water: Yes 3), and a stinger-classMosquito (SR 2). In
quired. The SR of the ship is determined Armor Rating: 7 addition, the prince has three Tradesmen
by the construction of the throne, not by Saves As: Ceramic (SR 1, 1 and 2) and a bumble-bee-class
any attributes of the individual using it. Power Type: Crystal throne Wasp-ship (SR 2) moored at his private
There are no spelljamming after-effects. Ship's Rating: 3 docks. Finally, there is (presumably) the
No race other than the thri-kreen can use Standard Armament: PCs' vessel, whatever it may be.
a crystal throne because they don't have 1 light ballista These vessels will all engage the thri-
the correct mental architecture. Crew: 1 kreen task force, but in a very haphazard
The design of the interior is slightly 1 Greek fire projector and disorganized way. Here is an oppor-
rounded. There are no 90" corners, and Crew: 3 tunity for the PCs to affect the outcome
no completely flat planes. Thri-kreen Cargo: 2 tons of the battle. If they can persuade the
doors are articulated affairs rather simi- Keel Length: 50' other ship captains to listen to them,
lar to multi-leaved folding doors. Illumi- Beam Length: 10' they might be able to coordinate the de-
nation comes from the walls, where Description: The Thorn-ship is a tiny fensive action a little better. (This is a
light-producing organisms live within open ship that acts as a screen vessel and good opportunity for role-playing.)
the crystal structure. fighter for a thri-kreen task force. It is In any case, the defense of the Rock
very maneuverable, which partially gives the PCs a chance to get involved in a
makes up for its lack of resilience. large-scale naval engagement. The DM
Thorn-ships carry 1-10 charges of should control all the thri-kreen vessels
and any other ships that haven't put them-
selves under the command of the PCs. truly ancient; the language and writing The PCs may be able to convince
style proves it. Unlike later versions of Prince Andru that it was their actions
the Lyric, this copy includes no mention that saved the Rock from bombardment.
Parley of the thri-kreen’s manifest destiny in Andru will, of course, be highly skepti-
If they managed to prevent Garth and space, or any hint at a preordained domi- cal; also, he will definitely not want to
Turgeon from destroying the ambassa- nation of the universe. It is obvious that part with a large reward. The PCs might
dors’ vessel, the PCs have some time to any such facets were inserted by later be able to finagle some money out of
figure out an alternative to out-and-out copyists or “editors;” as such, these him, however.
war. Escape isn’t the best option: the thri- facets are neither revealed as truth nor To the populace at large, the PCs will
kreen will attack any vessel trying to holy law, and should be ignored. be heroes. Although hero-worship
leave the Rock. If the PCs recall their Although it is hard for Tiktitik to ac- doesn’t fill the coinpurse, it does won-
fairly friendly relationship with Tiktitik, cept this, he is a strong-willed character ders for the ego. The PCs should be
they might try to parley. (as was proven in “Time Capsule”). He seven-day wonders around the Rock. As
The thri-kreen’s attitude toward am- will quickly come to the conclusion that well as benefits (free drinks, etc.), this
bassadors will ensure that the PCs will his actions are wrong. He will immedi- fame has disadvantages. The PCs are
not be attacked if they approach the task ately cancel the assault on the Rock. If now known, and will probably become
force. . . but only if their ship and behav- the PCs are unable to convince Tiktitik, the targets of pickpockets, confidence
ior appear to be non-threatening.For ex- out of friendship he will give the PCs the men, etc. In addition, their whereabouts
ample, the ship must be 40 tons or option of leaving the region before his are known-if only for a short time-and
smaller, with heavy weapons unloaded assault on the Rock begins. will be communicated to any recurring
and unmanned, and the approach must Note: This entire confrontation is a “nemesis” that might be gunning for the
be slow. As the PCs’ vessel approaches, great opportunity for role-playing, both PCS.
two Thorn-ships will detach from the by the players and by the DM. If the PCs If the PCs are unable to convince
flagship Message Bearer and escort the don’t think of their copy of the Lyric, the Tiktitik to call off his attack, the battle
“ambassadorial” vessel into the midst of DM might subtly remind them, maybe by will take place. The PCs have the option
the task force. The crews of the Thorn- something Tiktitik says (for example, ” I of joining in or not. If they decide to wait
ships will then offer to ferry up to six am guided by holy writings. If other holy it out, then the thri-kreen will crush the
“ambassadors” to their leader. writings directed otherwise, my path resistance and take over the Rock-this
would be different. But no. What other will happen “off-stage.”
Tilctitilc Again holy writings are there that I have not Note: If the thri-kreen take over the
read?”). Rock, many of its populace will be con-
Tiktitik and his officers will listen po- PCs whose minds run more toward sidered “cattle” by the thri-kreen.Resist-
litely to almost anything the PCs may confrontation than role-playing might ance will grow and the PCs could
wish to say. They draw the line at overtly try to assassinateor kidnap Tiktitik. This become part of a resistance movement
threatening rhetoric and anything that will do them no good and considerable to restore Prince Andru’s rule.
can be interpreted as derogatory toward harm. The task force will not be dis-
the thri-kreen religion. Tiktitik is a lot suaded from its goal by Tiktitik’s death.
more liberal in that regard then his offi- Thri-kreen do not bargain with kidnap
cers, however. Should the PCs get onto a pers, and do not pay ransoms. As soon as
touchy subject, he will recommend that it becomes apparent that Tiktitik is a
they continue the conversation in the pri- hostage, the other thri-kreen will attack
vacy of his quarters. As leader, Tiktitik is the PCs and try to kill them all. They will
normally escorted by two warrior body- try not to kill Tiktitik, but if he dies in the
guards; in this case, he will order that assault then so be it. To thri-kreenminds,
they stand guard outside his door. the life of the hostage is secondary to ex-
Because they saved him from the punging the insult to the entire thri-
Flow, Tiktitik will patiently explain to the kreen race. Tiktitik agrees totally with
PCs the background behind his current this philosophy, and would be disgusted
actions. He honestly wants them to un- if his warriors let the kidnappers escape
derstand and agree with the necessity. He just to save Tiktitiks life. Either assassi-
will listen to any arguments the PCs can nation or kidnapping will immediately
muster against the jihad, but it will be al- trigger the attack on the Rock.
most impossible to sway him. As Tiktitik
keeps stressing, the “Lyric of the Eternal
Lotus” is incontrovertible, and it tells Concluding the Adventure
him that what he is doing is correct. If the PCs convince Tiktitik of the error
This should remind the PCs of some- of his ways, he will leave the Rock and re-
thing they found during the adventure turn home. The thri-kreen will remain a
“The Outpost”: a very early rendering of force in space, but a peaceable one, in-
the “Lyric of the Eternal Lotus.” If they terested more in exploration than in con-
show it to Tiktitik, he confirms that it is quest. The thri-kreen threat is over.
forgotten cluster of these “delayed While travelling in wildspace, the
Billy Bones action undead:’ PCs stumble upon a Dragonfly drifting in
Setting: Wildspace There are 12 skeletons in the cluster the void.
Party: 4-6 characters, levels 6-8 and they are fairly evenly distributed
Ship: Any over the ship. Six are scattered on deck, The vessel hanging in space ahead of
three are in the rigging, and three more you is a Dragonfly. At least, it used to
impact on the underside of the ship’s be a Dragonfly.
Setup hull. These latter three will clamber Now? Several of its legs are miss-
The PCs are approaching a system along the hull and enter the ship ing, the mainmast is shattered, and
that was heavily involved in the Unhu- through any open porthole; in the ab- one wing is twisted and torn. Obvi-
man Wars. (Perhaps it was one of the few sence of portholes, they will climb over ously the small ship ran afoul of some-
ground-based elven outposts that the the rail and join the fighting on deck in thing. You examine the vessel again.
goblinoid fleets managed to destroy.) 2-8 rounds. The skeletons will fight until Yes, you think it should still be usable.
The PCs may or may not know the his- destroyed. No lights show anywhere aboard her.
tory of the system. Skeleton (x12): AC 7; MV 12; HD 1; hp
2,3,3,4,4,5,5,6,6,6,8,8; #AT 1; Dmg If the PCs know about Eril Leafsong,
1-6; SD edgedlpiercing weapons inflict they will recognize this vessel as the
No matter how many times you half damage; AL N: THACO 19. Freebooter by its distinctive paint. Other-
may see it, a sunset from space still
wise, they can read its name off its bow.
has the power to touch the wellspring
of your spirit. As you draw nearer to Concluding the Adventure As the PCs draw closer, they can see
more details of the damage to the Drag-
the world ahead of you and pass into This is more of a “nuisance encounter” onfly. In addition to the rigging
its shadow, the system’s star is re- than anything else (although it can be damage-obviously caused by one or
fracted for a moment by the planet’s used to foreshadow the PCs’ involve- more impacts from a large creature or
atmosphere. Red and orange flare, ment with a world that was central to the
followed by a split second of brilliant object-there are a number of burn
Unhuman Wars). marks on the hull. These look as though
emerald green. Then the planet oc- If the adventurers defeat the skele-
cults the star as your ship sails into they might have been caused by larger
tons (which is entirely likely), there are versions of magic missiles.
darkness. no consequences. The monsters have
Thud! Something falls to the deck. no treasure or anything else of value.
A hard, jagged ball of some white sub- Should the skeletons defeat the PCs and Eril Leafsong
stance, a little more than two feet their crew, the monsters are unable to and Crew
across. It must have been swept up in handle the vessel. Depending on cir-
your atmosphere envelope. Crack! Eril Leafsong is a half-elf well known
cumstances, the skeleton-infested ship for his success in the “small packet
Another bounces off your mast before will either drift aimlessly through the
landing on the stern castle. Two more trade” (i.e., smuggling). Apart from his
system, or spiral down toward a planet mild penchant toward defrauding the au-
strike the rigging: one falls to the as its orbit decays until it burns up or
deck, the other remains caught in the thorities, he is a scrupulously honest op-
crashes. erator: hire him to carry something, and
ropes.
As other balls fall around you the you can be sure it will get there. For this,
first begins to move. You watch in hor- Parasite! he is well respected in many circles, even
ror as it unfolds and stands up. A hu- among the authorities (sometimes gov-
Setting: Wildspace
man skeleton faces you, a shining ernments, too, need services that are
Party: Any outside normal channels).
blade in its hand and a sullen red glow Ship: Any
in its empty eye sockets . . . Eril’s wife is a young elven mage
named Rowena Leafsong (following the
Setups customs of her society, Eril took her last
As described on pages 62 and 63 of The PCs hear from port authorities name when they married). She acted as
the Lorebook of the Void, during the Un- that a certain ship-the Dragonfly spelljamming mage for the Freebooter.
human Wars, a standard defensive tactic Freebooter-is several days late. There The rest of the vessel’s crew of seven
used by necromancers was to fold ani- are rumors of pirate activity in the re- was filled out with hirelings-but only
mated skeletons into small bony balls gion, so port authorities fear the worst. those hirelings who Eril was sure he
and scatter them through space, usually The PCs are told the Freebooter’s course, could trust.
around their homeworld. These mon- and are asked or hired to find out what The final crewmember of the Free-
sters acted like undead “space mines”: happened to the vessel. booter was Rowena’s pet. a tiny capuchin
any ship trying to reach the world had a The PCs have an arrangement to monkey she named Flowerbud. While
chance of running into a number of skel- meet a half-elf trader-Eril Leafsong, many domesticated creatures,even cats,
etons. On falling into the gravity plane of captain of the Freebooter-at a particular have difficulty adapting to spacefaring
a ship, the skeletons’ orders were to port, base or outpost. Leafsong misses life, Flowerbud has taken to the alien en.
board and attack the vessel. The PCs are the meeting, however, and the PCs hear vironment with no trouble at all.
unlucky enough to sail through a that the Freebooter is long overdue.
The Freebooter Upper Deck come later). A character with a profi-
ciency in animal lore can make a profi-
The Freebooter is smaller than the ves- ~~

ciency check to recognize it.


sels preferred by some smugglers, but it Whatever scrape the good ship
Freebooter was in, it made it through The rack used to hold ballista bolts is
suits Eril’s needs admirably. He has mod- empty.
ified the vessel for more maneuverabil- in barely one piece. Here the railing is
ity, both by increasing the ship’s rigging smashed; there, the deck has a hole
and by stripping away inessential weight. burned in it. (Dropped lantern? Tiny Lower Deck
The Freebooter thus has MC B and AR 10 fireball?) And in several places there 1. Bridge.
(Eril Leafsong believes the old saying are blood stains. Some look human,
about “he who turns and runs away lives some most definitely do not. In gen-
eral, the mess has been partially Death! The smell is instantly recog-
to fight another day”). Leafsong is not a nizable as it catches in the back of
total pacifist, however: the Freebooter is cleaned up, and minor repairs have
been made. But in most cases the your throat. Blood, and a hint of cor-
armed with a turret-mounted light bal- ruption.
lista on the upper deck. damage is enough to require a refit, or
repairs that can’t be made while un- Just ahead of the mainmast is a
Apart from these changes, the Free- large chair that could only be the ves-
booter matches the statistics given for derway.
sel’s minor helm. And draped across it
the Dragonfly in the SPELWAMMER” What was that? Something shiny
are two male figures. Both are dead,
boxed set. Use the ship plans on the back caught your eye, over there, imbed-
there’s no doubt about it. The larger
of the “Dragonfly” card. All areas in the ded in that broken piece of railing.
one has his fingers still sunk into the
following description correspond to the You pull it free from the wood and turn
it over and over in your hand. It’s a throat of the other, while a knife-still
numbered areas on the plans. The ship is clutched in the smaller man’s dead
in total darkness. The vessel’s air enve- tooth, a sharp tooth that might have
come from the mouth of a shark. . . hand-protrudes from his back, just
lope is fresh. below the left shoulder blade.
The tooth is from a skawer that at-
tacked the ship (details on the battle will The two men have been dead a couple
of days-about the length of time that
theFreebooter has been overdue. Neither tity from other facts. took him outside the ship’s air enuelope,
has anything of value or interest on his Rowena Leafsong has nothing of value and killed him. We fired euery ballista
person. From their clothes, these two on her body. Eril has a short sword on his bolt we had-the dragon took fiue-and
can be identified as two of Eril Leaf- belt; from the blood remaining on the then we were down to crossbows and
song’s crewmen. blade, it’s apparent that it was he who hand weapons. Thank the gods I decided
slew his wife. to hire Kerin after all. That child is a dead
2. Captain’s Cabin. Eril was killed while making out the shot with a crossbow. Lane and Willik
ship’s log. The leather-bound book is had to finish off,the last skauuer with
daggers as it lay thrashing on the decks. I
~~

More bodies. Two of them, one on the blood-stained, but still legible. Most of
the entries deal with the day-to-daymat- still can’t understand it. Skauuers and
cot, the other slumped over the small
ters of navigating a ship in wildspace. dragons do not act that way.
desk. Both dead.
The figure on the bed is an elven Only the last three are of interest: Day 18:Repairs underway. But I‘m trou-
woman, beautiful even in death. She’s bled. Ever since the battle, Rowena has
been laid out neatly, with hands “Day 16:/heneuer seen or heard the like been looking at me strangely. Looks full
crossed on her breast, and her clothes of this before. The ship was attacked by of scorn. Oh, she tries to act normally.
arranged to conceal the fatal wound in creatures that don’t normally attack: six And when I yell at her she denies it and
her chest. skauuers-not the uoid uariety, either, cries the prettiest fake tears. Of all the
The man sitting at the desk has but the cowardly gray-and a young ra- mistakes /he made in a life full of mis-
fallen forward, face down on the diant dragon barely fifteen feet long. takes, she must be the worst.
wooden surface. And no wonder: a They came in with no warning and liter-
ally began to tear the ship apart. I tried Day 19: I haue remedied the mistake. I
crossbow bolt protrudes from the
yelling to the dragon-they often talk if did as my conscience urged me, as the
base of his skull.
addressed-but it acted as though it uoice in my head told me, and I killed her.
didn‘t hear or care. We fought them off, How beautiful she looks now, lying on
The man at the desk is Eril Leafsong, my bed. And how silent. Noise outside
the woman Rowena. PCs who’ve heard of course, but we had to slay euey last
one of them to do it. And it cost us Dauitt: the door. Perhaps Lane and the others
about Eril before will recognize him from should be so silent. Perh-
his description; others can infer his iden- the dragon snatched him from the deck,
3

A small chest under the cot contains


some of Eril’s and Rowena’s valuables: a
til slain. It also gets a bonus of + 1 to hit
and to damage due to ferocity (these
In a rage, two crewmembers killed
each other on the bridge. Eril slew his
wife, and was in turn slain by Kerin, the
I
velvet bag containing 45 pp (various have already been factored into the sta-
types of currency), another bag contain- tistics below). crossbow-wielding youth. Kerin put two
ing five small but brilliant diamonds(500 Capuchin Monkey: AC 8; MV 9; HD bolts into the remaining crewman, but
gp base value), a gold ring encrusted 1 + 1; hp 3; #AT 1; Dmg 2; AL N; THACO his victim was resilient enough to strike
with tiny garnets (250 gp), and a small di- 19. the youth with his long sword before col-
amond pendant (750 gp). A rack on the lapsing. Mortally wounded, the youth re-
Eril Leafsong’s cargo for this trip was treated t o the cargo hold, where he
bulkhead contains another short sword, information, which he kept in his head.
two daggers, a heavv crossbow and a subsequently died.
Thus the cargo hold is empty except for a Throughout all this ruckus, Flowerbud
dozen bolts. body huddled in a dark corner. The body the capuchin monkey had been hiding
is that of a youth, no older than 16-it’s out in the hold. When Kerin died, “his”
3 . Crew Cabin. Kerin, the one Eril praised in the log- death shade-the last surviving one of
and h e still cradles his heavy crossbow, the creatures-transferred to the mon-
As you pull the door open, something cocked and loaded, in his lap. A quiver key. Thus infected, the monkey will at-
slumps out and collapses at your feet. on his belt holds eight more bolts. The tack any living creature that comes near
Or, rather, someone. From his dress youth has a deep wound in his side that it-in particular, the PCs. When Flower-
you recognize him a s another mem- was caused by a slashing weapon. bud is killed, the death shade will trans-
ber of the crew. A big, burly man, very fer to the nearest (and most powerful)
strong and resistant to punishment.
H e had to be. H e took two bolts
The Freebooter and the PC.
from a heavy crossbow-both still Parasites
project from his back-and he still The madness that broke out aboard Concluding the Adventure I
managed to drag himself across the the Freebooter was caused by the same This is a particularly nasty little adven-
room, sword in hand, before he finally things that made the skawers and the ra- ture to throw at overconfident PCs. Play-,
collapsed. diant dragon act in such atypical man- ers who are good at problem-solving
ner: parasites known as Death Shades. might make a good guess at what hap-
The cabin has hooks for five ham- Unfortunately for Eril Leafsong-and, pened on board the Freebooter-at least
mocks, most of which have been cut indirectly, for the PCs-a few death as far a s suspecting some kind of conta-
down with wild sword-cuts. shades made it to this shell. An explora- gious insanity-and might consider the
From the stains on the floor, the PCs tion vessel from an infested shell entered possibility that some of them might have
can tell that the big crewman was hit the this sphere, bringing contagion with it: become infected as well. Less thoughtful
first time when he was at the far end of 11 members of the crew were hosts to players might never figure matters out.
the cabin. The bowman was probably death shades. As the death shades were (In this case, a kindly DM might intro-
standing in the doorway. hungry, they triggered rages in their duce the PCs to a sage who’s “heard of
There is nothing of value in the cabin, hosts, and a full-scale fight broke out. In matters such a s this, in other shells,” and
other than the long sword in the dead the melee, somebody dropped a lantern point them in the right direction.)
man’s hand. into the powder locker-where the Unless the PCs d o something about it,
If it seems a s though the PCs might smoke powder for the bombards was their infected comrade will continue to
leave the ship without exploring the stored-and blew up the ship, killing the fly into homicidal rages. Once he’s man-
cargo hold, read the following: entire crew instantly. aged to kill 40 hit dice or levels of crea-
During the 5 minutes in which the tures, the shade will reproduce by binary
death shades could survive without a fission, and the new shade will infest an-
Sound! A light scrabbling noise com- host, a number of skawers-which had other victim. Theoretically, the PCs
ing from the hold. Somebody moving been following the ship hoping for
around but trying to be quiet about it? could spread contagion to a whole world
scraps, etc.-came nosing through the or shell. If a wish spell is cast on the in-
Somebody with a heavy crossbow, wreckage. Some of the death shades fected PC before that time, however, the
perhaps? were able to transfer to skavvers. Later, entire shell is saved.
these skavvers attacked a young radiant (Note to the DM: Choose the PC to be
dragon, a t great detriment to them- infected with some care. By preference,
4. Cargo Hold. selves. The dragon killed many of the choose a PC run by the player who is best
skavvers, but was itself infected by a at role playing. Some players might not
Carefully, you open the door. . . And death shade. enjoy having a character who suffers re-
something small and grey hurtles at It was at this time that the Freebooter curring fits of madness.)
happened along. The remaining skav-
vers and the dragon all attacked the ship,
The creature that is attacking the PCs and death shades infected Eril Leafsong
is Rowena Leafsong’s pet capuchin mon- and his crew a s their hosts were killed.
key, Flowerbud. As soon as the door is Only Rowena Leafsong escaped infec-
open, it attacks the nearest PC. The crea- tion (but it did her little good).
ture will not check morale, and fights un-
The following two adventures, “ X and Jasson’s parchment shows the pro- protects it: very few people want to risk
“Cain” are designed to tie up the “Letters jected course of the Night Passage, com- the vengeance of the Tenth Pit.
of Marque” story which initiated the PCs’ plete with times and waypoints. (This Its current mission is to carry a supply
pirate hunt. The PCs can continue their course takes the ship through the Rock of smoke powder to one of the Pit’s out-
hunt for pirates, of course. They will be of Bral’s crystal shell, but not too close to posts on a distant world. Unfortunately,
doing so without official sponsorship the Rock itself.) It also indicates an ideal Prince Andru doesn’t know this. His in-
and their rewards will be only the pirates’ spot for you to engage the ship, a region formation source informed him that the
goods. well off frequented spaceways. The ship would be carrying a powerful magic
These two adventures should be prince will pay you a bounty of 1,000 gp item that he wants for himself. The plans
played in order. The first is a simple for the destruction of the Night Passage, were changed at the last moment; an-
space engagement; the second is more with an additional 2,000 gp to be paid for other ship took charge of the item, while
intricate, involving some elements of in- its cargo. Jasson makes it clear that to Leratan was ordered to deliver the
trigue. disregard this “request” from Prince An- smoke powder.
dru will immediately terminate their let-
X ters of marque, and probably mark them
for “unofficial” persecution at a later
Tactics
Setting: Wildspace date. The Night Passage isn’t equipped to
Party: 4-6 characters, levels 8 + engage a larger ship, and it is sailing with
Ship: Any The Night Passage barely the minimum crew. Thus it will
choose flight over combat if the option is
Setups As Jasson explains, the Night Passage given. Leratan and his crewmembers
is an unmodified Tradesman equipped know that a rather grim form of justice
The PCs receive a message from with a minor helm (refer to the ship plans awaits them if they’re captured, and they
Jasson, the “Pots” member they met in on the card in the SPELWAMMER” don’t like the prospect. They would
“Letters of Marque.” The man wants to boxed set). The vessel is armed with one rather die cleanly in battle than suffer for
arrange a meeting. light catapult and one medium ballista. It months in jail before dying in an execu-
Upon meeting with Wallis to collect is captained by a half-elven initiate of the tion pit. Thus, they won’t surrender, and
rewards for your efforts, he stalls in pay. Tenth Pit named Leratan, an individual will fight to the death.
ing you. He stammers that he can’t pay wanted for murder and assault on a num- If it’s obvious that the Night Passage is
until you meet with Jasson at a pre- ber of worlds. His crew is a band of half- going to be taken, either Leratan or a
arranged time and place. You set the orc “war brothers.” They have sworn an member of his crew will g o down to the
meeting up, anxious to remedy this de- oath to each other and to Leratan; al- hold. There he will strike a light with his
layed payment. though they are not official members of tinderbox and detonate the smoke pow-
the Tenth Pit, they are sympathetic to its der. The hold contains 200 charges of
Jasson looks older than he did ends and totally loyal to Leratan. smoke powder, enough for 20 bombard
when you first met him . . . or at least Leratan’s helmsman is a half-orc cleric rounds. This is more than enough to de-
more tired. His eyes are sunken, and named Gornat. With him in the helm, the stroy the Tradesman and kill all aboard
his face is grey. But his voice is still Night Passage has an SR of 3. her. (The explosion will inflict 200d2
strong when he speaks to you. Leratan: AC 2; MV 12; F7; hp 33; #AT points of damage, which equates to 20d2
“I knew it would happen,” he says, “it 312; Dmg by weapon (long sword (1.8). points of hull damage to the Tradesman.)
was just a matter of time. Do you re- wheel lock pistol (1-4)); Str 13, Dex 12, The fireball will also inflict 1-10 hull
member your letters of marque urged Con 14, Int 13, Wis 10, Cha 15; AL LE; points on any vessel sharing the same air
you to make war on ships belonging to THACO 14. Leratan wears bracers o f de- envelope (save for half damage). Any
the Tenth Pit? This was ‘kindly re- fense AC2, and is armed with a long character exposed to the fireball but not
quested’ by Prince Andru, and he has sword and wheel lock pistol (enough am- aboard the Night Passage receives 4d6
now exhausted all his patience in deal- munition for 6 shots). points of damage (save for half damage).
ing with the Tenth Pit. Now he has a tar- Gornat: AC 8; MV 12; P7;hp 32; #AT 1;
get for you. To set your minds at rest, I Dmg byweapon(mace(1-6)); Str 13, Dex Concluding the Adventure
have checked: the ship truly does be- 11, Con 11, Int 10, Wis 13, Cha 10; AL
long to the Tenth Pit.” N(E); THACO 16. Gornat wears leather The prince will be irked by the fact that
He passes you a sheet of parch- armor and carries a horseman’s mace. he didn’t get his magic item. Although
ment. “Here is the information about Because he has been operating the helm, he’ll pay the bounty for the Tradesman’s
the ship. It is a Tradesman, the Night he has no spells. destruction, he’ll always harbor nagging
Passage, and here is its course infor- Crewmen (half-orcs;x6): AC 8; MV 12; suspicions that the PCs are lying to him
mation. You are to engage the Night F1; hp 3, 3, 4, 6, 8, 9; #AT 1; Dmg by about the item that he wanted. (This will
Passage, scuttle her, and bring back weapon (short sword (1-6)); A L NE; more than counterbalance any goodwill
her cargo. The prince instructs me to THACO 20. All wear leather armor and the PCs earned from the prince in “Ji-
tell you”-and here the old man’s face are armed with short swords. had!”)
crinkles in disgust-“there is no need The Night Passage is not expecting se- More to the point, however, the Tenth
to burden yourself with prisoners.” rious trouble. The very fact that its c a p Pit will learn through sources that it was
tain is affiliated with the Tenth Pit usually the PCs who destroyed their vessel. The
Tenth Pit has a reputation to uphold, and Through Cain, the alleybashers know business arrangement, with no personal
letting a bunch of two-bit adventurers get where the PCs are staying on the Rock, animosity inuolued. Now it appears that
away with such a slight would seriously and when they’re planning to leave. They someone tries to manipulate us all. I
tarnish their reputation. To ensure retribu- will then choose the best time to try to as- would haue that stopped. If you are o f
tion, the Tenth Pit decides to turn to . . . sassinate the PCs. (This will probably in- like mind, meet me at midnight in the
volve sneaking on board their ship or graueyard ouerlooking Lake Bral, where
Cain into their boarding house room at night.)
The alleybashers are hired blades only,
I will haue some important insights for
you. I will come alone to proue m y good
Setting: Wildspace and have no personal animosity against earnest.
Party: 4-6 characters, levels 8 + the PCs. Thus they’ll certainly surrender Torgan Betz”
Ship: Galleon or larger if it seems that the fight is going against
If the PCs ignore this letter, Betz will
them. Under even the slightest pressure,
send two more similar missives, urging
Setup they’ll babble everything they know
them to meet him at the same place. If
about the person who hired them.
This adventure is designed to follow they ignore the third letter, Betz will
The problem is, they don’t know who
directly from “X.”The PCs have returned leave them to their fate.
hired them, although they think they do.
to the Rock of Bra1 to collect their Throughout all this, Cain will send the
Cain did the hiring through intermedi-
bounty, and perhaps to repair their ship occasional assassination team after the
aries. During one of the meets, one of
and rest. PCs. These will be similar to the one de-
these intermediaries “accidentally” let
scribed earlier, and all will be similarly
slip the name Betz. The alleybashers
“programmed’ to implicate Betz. One of
Vengeance know of Torgan Betz, and assume that it
these teams may eventually succeed; al-
was he who hired them.
Through channels, officers of the ternatively, Betz might eventually be
Tenth Pit have discovered that the PCs forced to kill the PCs to protect himself.
are responsible for the recent loss of the Torgan Betz In either case, Cain will be satisfied.
Night Passage. Punishment of a rather Cain isn’t the only person with far- If the PCs continue to search for him,
drastic nature is obviously required. reaching sources of information, of Betz will continue to send them mes-
Rather than handle it themselves, how- course. As soon as he hears about what sages like the first letter, trying to con-
ever, the Tenth Pit has decided to call in happened, Betz makes his move. vince them to lay off and leave him
an outside expert: Cain. The PCs receive a message delivered alone. Each letter will be less subtle, un-
As well as being a pirate, Cain is an ac- by an urchin. The urchin “don’t know til he tells the PCs outright that Cain is in-
complished assassin and leader of assas- nuffin” about who gave him the mes- volved. (This gives the DM a way of
sins. In fact, he makes more money sage, just that he received one copper “debugging” the adventure if the PCs
through the brokerage of death than he piece and would receive another after de- just aren’t going after Cain.)
does through direct piracy. Cain has ac- livery.
cepted the contract against the PCs. The message is written in a hand the The Meet
He’s decided to bring about their de- PCs have seen before. It reads:
mise in an indirect manner, at the same Despite his claim in the letter, Betz has
time perhaps destroying someone who “Belieue me when I tell you I haue no no intention of wandering alone into
he has always considered an enemy and quarrel with you. You may hold bad feel- what could be a killing ground. He has
a threat: Torgan Betz (introduced in ings towardme, but /assure you they are selected two back-ups from his multitu-
“Small Package Trade”). not reciprocated. Ours was purely a dinous contacts, and gets them into posi-
For his first move against the PCs,
Cain has hired four rough dockside “al-
leybashers” who sometimes handle vari-
ous “muscle” assignments. He doubts
very much that they’ll be tough enough
to take out the PCs. If they do, all well
and good; if not, there’s always step two.
“Alleybashers” (x4): AC 8; MV 12; F3/
T4; hp 23, 25, 27, 31; #AT 1; Dmg by
weapon (short sword (1-6), dagger (1.4));
thiefski1ls:PP 15%,OL40%,F/RT15%,
MS 60%. HS 35%, DN 15%. CW 90%,
RL 0%; AL NE; THACO 18. The alley-
bashers are armed with short swords and
daggers, and wear leather armor con-
cealed under normal clothing. They are a
rough and belligerent lot, tending to-
ward bullying behavior, but dangerous
all the same. 1
tion several hours before the time of the about. At least now they can keep an eye
meet. The back-ups are a brothedsister ness. Where is my profit in hunting on the comings and goings of some pi-
team named Waldrin and Melana. you down now? This is the truth.” rates. For these reasons, the Barre Sinis-
Waldrin: AC 7; MV 12: F6; hp 35; #AT ter is left to its own devices.
1; Dmg by weapon (light crossbow (1-4), If the PCs ask who sent the killers, read
short sword (1-6)); Str 13, Dex 15, Con the following: The Barre Sinister
13, Int 12, Wis 10, Cha 11; AL N; THACO
15. He wears studded leather armor and “Ofcourse I know who sent them,” The Barre Sinister is a small, two-story
is equipped with light crossbow (12 Betz snorts. “It was Cain. You know building located on a tiny asteroid no
bolts) and short sword. Waldrin is spe- the name? Cain the pirate, Cain the more than 300 feet in diameter. The
cialized with the light crossbow, and so assassin. I believe you recently de- building is ugly, built from rough-
fires once per round. stroyed a ship belonging to the Tenth dressed blocks of asteroid stone. It has
Melana: AC 7; MV 12: F7; hp 44; #AT Pit, correct? The Pit hired Cain to no windows and only two doors. A contin-
3/2;Dmg by weapon (heavy crossbow (2- eliminate you. And Cain, cunning one ual light spell illuminates a sign on its
5), short sword(]-6)); Str 14, Dex 12, Con that he is, decided to eliminate me as roof that reads “Barre Sinister.” Docks
12, Int 13, Wis 10, Cha 13; AL N; THACO well, through you. That is the extent extend from the asteroid along the grav-
14. She wears studded leather armor and of my involvement in all of this.” ity plane, to which 1-4 ships are tied.
is equipped with heavy crossbow and When the PCs approach the Barre Sinis-
short sword. Melana is specialized with Betz has said all he wants to say, and ter, Cain’s black-painted Hammership-
the heavy crossbow, and so fires once IOWtries toleave. If the PCs try to detain the Rampage-is moored here. His crew
him by force, he dons his ring and calls is all aboard; only Cain is ashore, negoti-
per round.
Betz has issued these two a potion of for covering fire from his bowmen. If the ating with a representative of the Long
inuisibility each, and has ordered them to PCs ask him where they can find Cain, Fangs. The Rampage is ready to get un-
hide on one of the ledges overlooking however, read the following: derway at a moment’s notice.
Lake Bra1 (these can be reached by stair- The building is lit throughout by small
ways leading down from the graveyard). disks of metal mounted in the ceiling,
“Cain?” Betz says over his shoulder. continual light cast on each. The ceilings
Invisibly, the two archers are to sneak “You can find him at the Barre Sinis-
back up the stairway at midnight and are 10 feet high unless otherwise stated.
ter. Where else? Ask at the docks. Refer to the map on the inside cover.
take up positions to cover Betz when he Someone will tell you.”
arrives. They have orders not to kill the
PCs unless there’s no other option. Their And with that Betz takes his leave. First Floor
duty issimply to disrupt any ambush that 1. Barroom.
the PCs might be laying, and to give Betz The PCs have never heard of the Barre The room is surprisingly clean. The ta-
a chance to escape. (If the PCs capture ei- Sinister before, but others have. bles bear the usual carved initials, but
ther bowman, they’ll be able to learn de- Through judicious questioning of the the long bar itself is unmarked. To either
tails of this order. This should set their docks low-life scum and the distribution side of the large double doors are en-
minds to rest that no ambush was in- of hard cash, the PCs can find out some closed booths for more private conversa-
tended.) details. (This is a great opportunity for tion. The curtainsthat close these booths
Betz plans to arrive several minutes role-playing.) are backed with light chain mail (only the
late for the meet. He expects the PCs to The Barre Sinister is a “pirates’ bar”: best for the Barre Sinister’s customers).
have the gates to the graveyard covered, an establishment that caters almost ex- This gives the occupants a - 4 bonus to
so he enters the area by another route: clusively to the “wolves of the space- AC against any swords thrust or projec-
over the southeast wall where it stops at ways.” It is located on a tiny asteroid in an tiles shot through the curtains.
the cliff over Lake Bral. As an additional out-of-the-way system, and is a good Behind the bar stands the co-owner/
precaution, Betz uses a ring of invisibility place to hire a crack crew of seasoned operator of the Barre Sinister. No one
to cover his movements. When he lo- sailors, if you think you can trust them. knows his real name; everyone just calls
cates the PCs, he removes the ring and It’s also a very good place to get killed if him “Raven:’
greets them. Should the meet be a trap, your motives aren’t what you say they Raven: AC 6; MV 12; F81W5; hp 51;
Betz will don his ring and escape while are. The PCs can confirm that Cain is a #AT 3/2: Dmg by weapon (club (1-6)) or
his “hired bows” cover him. frequent patron of the Barre Sinister. spell; Str 15, Dex 13, Con 13, Int 16, Wis
When Betz has announced himself to The existence of the bar is well-known 11, Cha 12;spells: cantrip, magic missile,
the PCs, he will quickly tell them what’s to law enforcement agencies in many shield, wall offog; web (x2);Melfs minute
going on. shells. There’s nothing against the law meteors; AL N(E);THACO 13. He is a tall,
about running a bar, but its clientele de- well-muscled half-elf with a wicked scar
mand the attentions of the law. A full- down one cheek. He wears a ring ofpro-
ring of truth in his words. “The assas- scale raid would lead to too much tection + 4 and a ring of human influence,
sins did not come from me,” he tells bloodshed, much of it on the side of the and he carries a wand of magic missiles
you. “As I said in the letter, I have no law enforcement agencies. Also, if the (32 charges). Beneath the bar is a club.
animosity toward you. The business bar were shut down, the pirates would Raven won’t put up with any trouble in
with the package was just that: busi- find another haunt, maybe one that the his bar, and he’ll be quite willing to kill if
law enforcement agencies knew nothing
that’s the best way to stop it. Everyone
knows this, and so there are no brawls in
crew. If they do bring along the crew,
however, then the whole thing looks like
decanter is worth 50 gp, the brandy 150
gp. The room is unoccupied.
I
the Barre Sinister. (The docks and the a raid and everyone will react as such.
rest of the asteroid are another matter al- Each of the 1-4 nondescript ships 7 . Raven’s Study.
together.) moored at the docks will be manned by The walls are lined with bookshelves.
Cain and a half-orc named Barabas are 3 officers and 7 crew, who will have the There is a locked desk in one corner, on
in discussion at a table near the bar. statistics above. When they see the raid, which Raven has cast the spell alarm. The
Cain: AC 2;MV 12;F13;hp 95;#AT 2; they will leave their ships and engage upper locked drawer contains bar re-
Dmg by weapon (long sword (1-8), wheel the PCs’ crew. cords. The lower drawer’s lock is pro-
lock pistol(1-4)); Str 14, Dex 12,Con 16, Cain’s ship, the Rampage is also tected by a poison needle trap (3-30
Int 13,Wis 13,Cha 15;AL NE; THACO 8. moored at the docks. His crew is de- points of damage; save vs. poison for half
Cain is a tall, slender man who always scribed in detail in the section “The Ram- damage). Inside are some of Raven’s bar
dresses in tight-fitting black leathers, page.” They too will join the fray. (If this receipts (the rest are stashed off the aste-
usually with a red bandanna at his throat. happens, the PCs will probably be in seri- roid): 27 pp. 250 gp. The drawer also
His most memorable features are his ous trouble.) contains Raven’s spell book (alarm, can-
cold grey eyes. He wears bracers of de- trip, magic missile, shield, Tenserk float-
fense AC2 and carries a long sword + 2 2. Storage Room. ing disc, wall o f fog; flaming sphere,
and two wheel lock pistols (ammunition There are boxes of earthenware plates stinking cloud, web (x2); Melfs minute
for a total of 8 shots). and mugs stacked under the staircase. meteors). The room is unoccupied.
Barabas: AC 7 ; MV 12; F6;hp 31;#AT Some ropes hang on the wall.
312;Dmg by weapon (bastard sword (1 -8/ 8. Dressing RoomlAntechamber.
2-8))+ 1 Str bonus; Str 17, Dex 12,Con 3. Kitchen. One wall is totally taken up by a large
16, Int 12, Wis 10, Cha 10; AL NE; Links of disreputable-looking sau- mirror. The other walls are taken up by
THACO 14. Barabas is a powerfully-built sages and ropes of spices hang from the wardrobes. The clothes inside are of fine
half-orc wearing studded leather armor ceiling. A rancid-smelling stew bubbles quality. The room is unoccupied.
and packing a bastard sword, with which in a cauldron over the fire. The room is
he has specialization. occupied by a young cook. Although her 9. Raven’s Room.
Unless they are well disguised, Cain clothes are dirty and her hair matted, she The decor is surprisingly opulent, con-
will recognize the PCs immediately when is very beautiful. sidering the locale. There are fine car-
they enter the barroom. He will yell Cook: AC 10;MV 12;0-level; hp 3;#AT pets on the floor and the dark stone walls
“Cover me!” to Barabas and make a 1; Drng by weapon (knife (1-3)); AL N: are covered with tapestries. The bed is
break for the door. Barabas will do his THACO 20. The girl will be terrified of large and very comfortable. There are
best to cover his escape, but won’t give anyone who bursts in . . . but not too ter- hints of feminine presence (pots of
his life for Cain. Cain knows the fate rified to snatch up a kitchen knife and de- makeup on the dresser and a silk night-
awaiting him if he’s captured; if he can’t fend herself if necessary. gown on the bed). The room is unoccu-
escape, he’ll fight to the death. pied.
Although Raven doesn’t care one way 4. Pantry.
or another what happens to Cain, he’ll This is where the bar’s food stocks and Escape!
certainly get in the act if it looks as beer supplies are stored. There are three
though a fight is going to break out. Al- large tuns of ale, plus boxes and sacks of Cain knows his way around the Barre
though there are no other members of foodstuffs. Sinister, and will use that knowledge to
Cain’s crew present, there are a number escape from the PCs. His goal is to get
out of the building and back to his ship. If
of other sailors in the bar, and they defin- Second Floor Cain gets back to his ship, he immedi-
itely know who Cain is. If they think that
they can overpower the PCs, the other 5. Cook’s Room. ately casts off and tries to put some dis-
sailors will get into the fray; if the PCs The room contains a cot and a ward- tance between him and the PCs. Should
look too tough, they’ll just stay put and robe. The clothes in the wardrobe are of they follow in their ship, he will estimate
watch. poor quality. The room looks as though it their strength. If their vessel is too power-
There are 12 other sailors in the bar- hasn’t been used much recently. The ful, he’ll continue his flight; otherwise,
room. Four of them are officers, while room is unoccupied. he’ll turn and attack.
eight are crew.
Officer (x4): AC 10; M V 12;F4;hp 20, 6. Meeting Room.
Occasionally, Raven must meet with
The Rampage
23,29,30; #AT 1; Drng by weapon (short
important representatives of various The Rampage is a standard-
sword (1-6).dagger (1-4)); A L N(E);
THACO 17. concerns. It is partially the results of configuration Hammership. No modifi-
Crew (x8): AC 10; M V 12:F2;hp 6,6, these meetings that have let him stay in cations have been made to the deck
plans, the hull or the rigging. Cain has
7,7,9,12,14,15;#ATl;Dmgbyweapon business. The room contains a large ta-
(short sword, dagger); AL N(E); THACO ble and six straight-backed chairs. added some additional weaponry, how-
Against one wall is a sideboard contain- ever. The Rampage’s total firepower
19. comprises the standard weaponry for a
It’s likely that the PCs have entered ing 10 crystal glasses (each worth 25 gp).
the bar alone, without the rest of their Atop it is a decanter of fine brandy; the Hammership but includes two bombards

6iR
(crew 3), each placed on opposite sides lady entice him. For himself, then, he In addition to Cain’s private stash,
of the main deck. The ship has 60 hull prefers death to capture. Elana’s spell book is cached beneath the
points, and an SR of 5. It is equipped with If his ship has been boarded and it ship’s helm. It contains all spells of first
a major helm. The magazine contains looks as though all is lost, Cain will go to and second level, plus the following
enough powder and shot for 20 bombard the magazine and strike a light, detonat- spells: blink, clairaudience, clairuoyance,
rounds. For deck plans, refer to the ing the powder. In addition to killing him, fireball, haste, hold person, illusionary
“Hammership” card found in the this will inflict 2d10 hull points of dam- script, item, lightning bolt, monster sum-
SPELWAMMER” boxed set. age to the Rampage. Anyone within 20’ moning /, slow; detect scrying, enerua-
of the magazine in the cargo hold must tion, fear, fumble, minor creation,
save vs. magic or suffer 2-20 points of polymorph self, rainbow pattern, shout,
The Crew damage from concussion and heat. wizard eye; animate dead, dismissal, fab-
Cain’s second-in-command is a huge Since Cain was “between engage- ricate, monster summoning 111, teleport.
powerful human named Tront, while his ments,” the Rampage has little booty
spelljamming mage is a female half-elf aboard it. Cain’s personal treasure, Concluding the Adventure
named Elana. His crew of 45 is filled out locked in a poison-needle trapped chest
by 42 crack human sailors. in his cabin, comprises 20 pp. 250 gp. If Cain manages to escape, he will be
Tront: AC 5; MV 9; F9; hp 66; #AT 312; five rubies (1,000 gp value each), a an implacable adversary for the PCs.
Dmg by weapon (two-handed sword (1- diamond-studded circlet (3,500 gp). a Whenever the opportunity arises, venge-
lo), dagger (1-4)) +6 Str bonus; Str scroll (restore air), a bag containing 55 ance against the PCs will be his highest
18(00), Dex 12, Con 17, Int 12, Wis 8, copper “octons,” and a map. This map is priority. (Thus Cain can become a good
Cha 13; AL N(E); THACO 9. He wears a “wild-card,” pointing the PCs in the di- ongoing nemesis.)
chain mail and carries a two-handed rection of anything the DM wants them If the PCs are victorious, they can col-
sword. to find. lect the bounty for Cain’s destruction
Elana: AC 10; MV 12;W10; hp 23; #AT from the Pots. (At this time, Prince
1; Dmg by weapon (dagger (1.4)); Str 10, Andru-still irked with the PCs for their
Dex 11, Con 9, Int 16, Wis 12, Cha 12; actions in “X”-will revoke their letters
spells: none; AL N(E);THACO 17. Elana of marque.)
wears no armor and carries only a dag- They might consider Torgan Betz to be
ger. Because of spelljamming after- unfinished business, but he has dropped
effects, she has no spells. She will not out of sight. (He can certainly return in
leave the helm unless she’s forced to. later adventures either as an adversary or
Crew (x42): AC 8; MV 12; F2; hp 2-20; an ally.)
#AT 1; Dmg by weapon (long sword (1-8), The Tenth Pit will certainly hear of the
wheel lock pistol (1-4) or light crossbow PCs’ success, and will put some plans in
(1-4), dagger(lS4));ALLN(E); THACO 19. motion to remove them from the scene.
The crewmen all wear studded leather ar- These plans can be the basis for many fu-
mor. Ten are armed with wheel lock pis- ture adventures.
tols (4 shots each) and daggers; fifteen The Barre Sinister can provide an in-
are armed with light crossbows and dag- teresting environment for the PCs to
gers; the rest carry long swords and dag- pick up information and generate adven-
gers. tures.
If Cain defeats the PCs. he won’t kill
them immediately. Although that was his
Tactics original intention, now he’s thought of
Cain is a skilled and experienced cap- something better. He secures them in the
tain, so he will use his ship and weapons hold, and sets sail for a nearby outpost
with top efficiency. He trusts his crew’s owned by the Tenth Pit. The fate that
abilities when it comes to boarding awaits the PCs there is best not dwelt
actions, so he will definitely ram, grap- upon. The voyage and the eventual dis-
ple, and board a smaller ship. If the PCs embarking represent chances for the
have a larger vessel, he will use his PCs to escape. (If this unfortunateturn of
ranged weapons to attempt to cripple events should happen, the DM can opt to
them before boarding. If the fight looks create a longer adventure dealing with
as though it’s going against him, he’ll cut the Tenth Pit and Cain. If a conclusion is
and run. needed, the PCs can be rescued from
Cain’s crew have a morale of 14. They Cain by another ship recruited by the
are loyal to their captain, but won’t die “Pots.” Regardless of the course of
for him. Cain knows this and accepts it. action, this signals the end of the PCs’ ca-
He also knows that capture will lead to reers as bounty hunters.)
imprisonment (definitely) and execution
(eventually), neither of which particu.
Climatefleerrain: Any space
Frequency: Very rare
Organization: Solitary or pack
Active Cycle: Any
Diet: Omnivore
Intelligence: Semi (2-4)
Treasure: I
Alignment:

No. Appearing: l(2-5)


Armor Class: 2
-
Movement: 12, FI 30 (C)
Hit Dice: 10
THACO: 11
No. of Attacks: 2 +special
DamagelAttacks: 2-1611-12(bitekail)
Special Attacks: Breath weapon, magic use,
constriction
Special Defenses: Nil
Magic Resistance: 30%
Size: G (50’)
Morale: Champion (1 6)
X P Value: 8,000

The space drake resembles the radiant dragon, but without


wings. It has the same glittering pearl-like scales, and the
same serpentine body, albeit on a smaller scale. The space
drake has a dorsal fin which extends along its head and neck.
All common dragon attributes outlined in the Monstrous
Compendium apply to space drakes as well. Modifications to
the general description that apply specifically to fantasy objects (such as a ship) as well, inflicting 1 hull point of dam-
space are listed below. age for every 10 hit points of damage its breath weapon
causes. Other physical objects must save vs. spell to survive
Combat: Physical attacks comprise a bite and a smash being hit by a pulse.
from the drake’s sinuous tail. If the tail smash hits, the drake Space drakes also have some innate magical powers. They
can constrict the target, inflicting 1-10points on each subse- can use the following spell-like abilities twice per day, one
quent round (no ‘to hit’ roll required). The drake will main- per round, at the 10th level of ability: restore air, detectportal,
tain the constriction until the victim is dead, or until the light.
space drake receives 10 or more points of damage in a single Despite their lack of wings, space drakes fly using a natu-
round from another character.When this happens. it decides ral flightlspelljarnmingability. In combat, space drakes pre-
that the other character is more dangerous, releases the con- fer to be in flight: on ground. they are limited to bite and
striction victim, and tries for a tail smash against the new tar- breath weapons.
get on the next round. While being constricted, a character’s
attacks are at -3 and no spellcasting is possible. The space HabitatSociety: Space drakes are totally spaceborne.
drake is so flexible that it can bite and tail-smash the same Like radiant dragons, they are normally solitary and very ter-
target on the same round. ritorial about their “turf,” which is often the space surround-
In addition to its physical attacks, the space drake has a ing a hollowed-out asteroid or deserted dwarven citadel.
breath weapon similar to that of the radiant dragon: glowing When they are found in numbers, they are usually a family
pulses of force similar to magic missiles. It can breathe a sin- group, and make their lair in abandoned hulks, etc. In gen-
gle pulse that inflicts 6d6 points of damage, or up to six eral, their society is an unintelligent echo of their brethren,
smaller pulses in the same round. (Thus they can breathe two the radiant dragon.
pulses, each inflicting 3d6 points, or six, each inflicting ld6.)
Each pulse can strike a separate target. These pulses are un- Ecology: Space drakes are omnivorous in the truest sense
erring, and will hit unless the victim makes a saving throw vs. of the word: they will eat anything. This includes plant mat-
breath weapon. If the victim fails its saving throw, it is struck ter, rocks and space dust, although they do seem to prefer
for the appropriate amount of damage. If the victim makes meat (and meat that’s still kicking, at that).
its saving throw, it has dodged that pulse, which then evapo- Although space drakes are capable of living in the phlogis-
rates. The space drake can use its breath weapon on physical ton, they don’t seem to enjoy it, and are rarely found there.
ClimateITerrain: Any (space or terrestrial)
Frequency: Very rare
Organization: Solitary
Active Cycle: Any
Diet: Special: see below
Intelligence: Semi-intelligent (2-4)
Treasure: Nil
Alignment: Chaotic Evil

Number Appearing: 1
Armor Class: -Was host
Movement: 9las host
Hit Dice: 7lhost’s hp
THACO: Special
No. of Attacks: Special
Damage per Attack: Special; Infestation
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 75%las host
Size: nla
Morale: Fearless (20)
XP Value: 2000

The death shade is an energy parasite that feeds on the life


energy of dying creatures (any creature reduced to zero hp).
To generate this “food,” the death shade infests a host and pe-
riodically drives its host into a berserker rage.
Death shades, when encountered outside their hosts, ap-
pear as small, shifting wisps of smoke with vague outlines of
aquiline eyes. When infesting a host, the death shade is invis-
ible, having entered another body. Persons and objects capa- after that, both host and shade die. If a lifeform comes within
ble of viewing invisible creatures see the death shade as a 10 feet of a catatonic host, the death shade rouses the host in
gray mist which centers on the host’s eyes. Under alignment ld3 rounds in a berserk rage to kill the creature for its en-
detection, the death shade appears as a black “blight” on the ergy. After the rage subsides, the host must make a save vs.
host’s alignment. paralyzation or have permanent brain damage (subtract Id3
points from the host’s Intelligence).
Combat: The death shade absorbs 1 energy level for every
hit die of an opponent killed within a 10’ radius, and can HabitatlSociety: Death shades can infest any corporeal,
store up to 40 energy levels at one time. The death shade carbon-based life form, from small rodents to humans or de-
consumes these energy levels at a rate of 1 per day. For every mihumans, all the way up to celestial dragons. Creatures
stored energy level less than 40, there is a 3% cumulative based of another elemental structure(storopers or magmen,
chance per day that the death shade will cause its host to go for example) are immune to death shade infestation. Death
berserk, killing the first available target. If numerous targets shades can generate berserker rage no matter what the spe-
are presented. the death shade directs its host to pursue and cies of their host (therefore they can turn even the most timid
attack the target which offers the least potential harm to its creature into a raging killer).
host. The host’s rage ends after 40 energy levels have been
absorbed by the death shade or no victims remain. Ecology: The death shade prefers to dwell where there are
Death shades are rarely encountered without a host. Death large concentrations of potential hosts and victims:
shades prefer hosts which provide the greatest amount of among large herds of animals, or in the crowds of a city.
food for it, i.e. a strong host like a fighter or a large carnivore, Some sages believe that many of the senseless murders en-
but will accept any host for its own survival. Death shades do demic to the inner city are caused by death shades.
not leave a host unless the host has been killed. If a PC be- Death shades reproduceas a by-productof feeding. After a
comes infested with a death shade, only a wish or limited wish death shade has absorbed life force from the death of 40 hit
can remove it from the Pc‘s body. Amulets of Life Protection dice or levels of creatures within a 24-hour period, it splits
are the only items which prevent death shade infestation. into two death shades with 20 energy levels each. The sec-
If the creature’s current host is killed, it transfers out of the ond shade immediately transfers to any creature within 20’.
host body, infesting the strongest creature within 20 feet, If it can’t make the transferwithin 5 rounds, the second death
and this creature becomes its new host. If it’s unable to make shade dies.
such a transfer within 5 rounds of its host’s death, the death Death shades have a basic telepathy which can only iden-
shade dies. During this time of transfer, it can be attacked tify the presence of one death shade to another. Thus, death
with normal weapons or spells. shades can detect each other’s presence in a 20 foot radius
The death shade and its host become catatonic when and, if given a choice of targets during “feeding,” will attack
stored energy levels are at zero. The host and shade may re- an uninfested creature before an infested host body.
main catatonic for as many days as the host has Con points:
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MONARCH ARM

1 ..."'
Ground Floor Second Floor

THE OUTPOST
THE BARRE SINISTER 25Orx2OOr

One Square = 5 Feet

Asteroid Top View u

Asteroid Side View


NPC Summary Table
Name AC Cn hp Sti Con Int Wis Cha THACO Remarks

Erik Bloodaxe 7 70' 15 13 14 11 9 14 10 AL CN(E); hand axe, long


sword + 7

mace
Gort 10 F7 41 17 11 14 10 6 7 14 ACNE; knife

Landa Darkcloud 3 P7 19 12 11 9 12 16 10 16 ALCE


Lara Mooncrow 3 W8 18 9 12 8 16 10 13 18 AL L E dagger +2. dai

wheel lock pistol


Manta 10 W12 30 9 12 10 17 11 8 17 ALN
Marla Mornstar 10 W12 28 9 11 11 16 12 12 17 ALCG

dagger
Raven 6 F8N5 51 15 13 13 16 11 12 13 AL N(E); wand of mag
missiles club __

wheel lock pistol


Talis Mornstar 10 F3 19 14 12 13 12 10 12 18 ALCG

dagger of venom,

dagger
Vissq 5 F10 74 16 12 16 10 8 9 IO. AL N(E); bastard sword,

Wallis 5 F6 40 14 13 14 12 11 12 15 AL CG; long sword


This table presents the vital statistics for some of the monsters featured in this adventure. Use it for handy
reference during play, and refer to the Monstrous Compendium volumes and to the Lorebook of the Void for details.

Name AC HD THACO #AT Dmg MV Remarks


1I4 20 12 Br 3
1+1 19 9
18 5 2012-201 12 Fl48 breath weapon,
4-40 magic use, 45% MR
Death Shade -8lhost’s 71host’s Special 1 Special 91as host AL C E infestation
Ephemeral 5 15 1 1-4 18 AL NE: drain Intelligence,

12
2-20+10 resistant to fire
Frost Giant I 1-8or 12 AL C E hurl rocks for 2-20,
2-16+9 immrvious to cold
9

speciallby 6lvictim

Homonculus I 1-3 6 FI 18 AL N; bite causes sleep


Krajen (immature) I I 1-3 3 AL N; paralysis
6

weapon to hit
Mind Flayer 3+4 11 4 special 12 AL LE, mind blast, 90%
magic resistance
5 15 1-3/1-3/1-6 6 .slowing poison
2 19 1-3+Special 6 FI 24 ): poison sting,
eon power
Rat 7 114 20 1 1 15 AL N(E); 5% chance of
serious disease
18
11-12 12F148

Space Newt 5 3 17 1 1-8 8 FI 24 AL N E breath weapon,


30% magic resistance
Spectre 2 13 1 1-8 15 FI 30 AL L E energy drain, + 1
or better weapon to hit
19 1 1 6 W b 15 AL N: poison
13 5 o r 3 1-4(x4)12-5, 18 AL CN; paralysis; dodge
weapon missiles on roll of 9 +
Umber Hulk 11 3 3-1213-121 6 AL CE: confusion
1-10

Wraith 1-6
only by silver or + 1 or
better magical weapon
15 2-5 18 frost breath for
’ range)
19 1 1-8 6
Zombie (neogi) 3 6 15 3 1-4/1-411-8 4 AL N
Zombie (umber hulk) 2 3+8 11 3 3-1213-1Z 4 AL N
1-20
ER,

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